URL:
  <http://gna.org/bugs/?23609>

                 Summary: civ2civ3: farmland on bare desert is worse than
useless
                 Project: Freeciv
            Submitted by: jtn
            Submitted on: Sun 24 May 2015 15:43:45 BST
                Category: rulesets
                Severity: 3 - Normal
                Priority: 5 - Normal
                  Status: None
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
                 Release: 2.5.0
         Discussion Lock: Any
        Operating System: Any
         Planned Release: 

    _______________________________________________________

Details:

Building farmland on a desert which has neither a river nor an oasis yields no
benefit.

In fact, there's a corner case where it actually makes things worse: if you
build Super Highways, a desert with a road will normally yield 2 trade, but if
you add Farmland it will drop to 1 trade, with no counterbalancing benefit.
(I've built farmland and then pillaged it due to making this mistake.)

Should we just prevent building farmland on bare desert, so that players (and
the AI) don't accidentally spend time building useless infrastructure?

I think this can be done on 2.5 with an Irrig_Possible effect based on
Special/Irrigation (with appropriate exclusions), but I haven't tried it yet.
Later branches may allow it to be done more elegantly.




    _______________________________________________________

Reply to this item at:

  <http://gna.org/bugs/?23609>

_______________________________________________
  Message sent via/by Gna!
  http://gna.org/


_______________________________________________
Freeciv-dev mailing list
[email protected]
https://mail.gna.org/listinfo/freeciv-dev

Reply via email to