On 29.12.2012 01:30, Michael T. Pope wrote: > On Fri, 28 Dec 2012 01:27:20 PM Michael Vehrs wrote: > >>> [What is `basic production'?] >>> >> I think the basic production should be considered to apply per >> work-place rather than per unit. I think it would be possible to specify >> basic production per unit type, and add a multiplicative modifier to >> higher-level buildings, but I am by no means sure that would be any clearer. >> > Then for now how about we just rename the existing basicProduction as > basicPerUnitProduction and add a new field for the non-unit production. >
I had this idea, too. For the sake of compatibility, I think it would be better to keep the (misleading) name basicProduction and introduce a new field with a new name for non-unit production, however. In fact, why not call it nonUnitProduction? > Longer term, it would be really nice if we could simplify production further. > I have been trying to make ColonyTiles and Buildings work more similarly, > but there is a lot of irregularity. Stepping back and considering all > production, we have these cases: > > 1a. Production that is a property of the work-location that occurs independent > of units present: e.g. current Town Hall additive bells modifier > > 1b. As above but applies in special case: e.g. the production of a colony-tile > when it happens to be the colony center tile. > > 1c. Auto-production. > > 2. Production that is a property of the work-location that applies per-unit > present, and is subject to the unit's associated modifiers, e.g: everything > else. > > - Can 1a-production can be expressed as auto-production? > I think so. The pasture differs from the chapel and town hall only by consuming goods as well as producing them. But neither bells nor crosses require raw materials. The number of workplaces should not present a problem, since the chapel has none, but the church has three. > - Can we simplify the special handling of 1b by expressing it as auto- > production subject to a new `isColonyCenter' scope? > Possibly. > > - Do we handle other modifiers (National, Colony, Player) consistently between > 1-production and 2-production? > I guess not. > Cheers, > Mike Pope > And while we're at it, we might move the concept of production into its own class. If we had something like this: <production> <input goods-type="model.goods.fish" amount="2" /> <input goods-type="model.goods.salt" amount="1" /> <output goods-type="model.goods.saltedFish" amount="1" /> </production> we could implement compound goods types, as requested. We might even define several types of production for a building and allow the player to choose one. Regards Michael ------------------------------------------------------------------------------ Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122912 _______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers