[Freeciv-Dev] [bug #17740] migration disbands city

2011-09-25 Thread Matthias Pfafferodt

Update of bug #17740 (project freeciv):

  Status:  Ready For Test = Fixed  
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-21 Thread Roman Petrinec

Follow-up Comment #18, bug #17740 (project freeciv):

i just add one thing to this:
migration should test current food before testing food after migrate
this should player allow partialy control migration to bigger cities and
allowing them build new around them
basicaly if i have +4 food and put workers as ent/sci/tax so i have -x food,
they wont migrate
as it is now, they would migrate unless city reaches some critical production
limit  like when i put 12 of 20 workers off (or ppl wait til city is full and
they can start new city)

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-21 Thread Matthias Pfafferodt

Follow-up Comment #19, bug #17740 (project freeciv):

 migration should test current food before testing food after
 migrate 

this is done in the code if mgr_foodneeded is enabled! The code allows
migration only if the new city has enough food surplus or if the food output
is = 0 if the new citizens are used as workers. If you have an example there
this does not work, please post a savegame.

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-19 Thread Matthias Pfafferodt

Follow-up Comment #17, bug #17740 (project freeciv):

should this patch go into S2_3? The report is agains 2.3-beta3 ...

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-16 Thread Matthias Pfafferodt

Follow-up Comment #13, bug #17740 (project freeciv):

 That being said, i've seen an AI city of size 32; i struggle
 keep a city  12 even with Aquaduct, Sewer System, Hospital and
 Genetic Lab. Is there something else i'm missing?
Yes, the AI is building improvements to increase the city health. At some
time I did create a patch to _reduce_ the AI want for such building as it uses
them even in small cities and, thus, reduces its income.

There are no special effect to reduce the effects of plague for the AI.

 Frequent plagues should be a deterrent to migration. 
I will create a patch which considers plagues in the migration score.

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-16 Thread Matthias Pfafferodt

Update of bug #17740 (project freeciv):

  Status:None = Ready For Test 
 Assigned to:None = syntron
 Planned Release: = 2.4.0  

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Follow-up Comment #14:

and here is the patch; the health factor is defined as:

f = (100 - [city illness; tenth of %]/25)

please test it! Should this also go to 2.3.0?


consider the city health in the migration score

* do not calculate illness if it is deactivated
* cleanup comments for the city food surplus score

see gna bug #17740
requested by Brandon J. Van Every bvanevery


(file #12469)
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Additional Item Attachment:

File name: 20110216-consider-the-city-health-in-the-migration-score.patch
Size:2 KB


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-16 Thread Jordi Negrevernis i Font

Follow-up Comment #15, bug #17740 (project freeciv):

it does not apply to S2_3 and trunk doesn't compile...

I'll check later.


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-16 Thread Matthias Pfafferodt

Follow-up Comment #16, bug #17740 (project freeciv):

I did only check trung (again with the last commits). It does compiles fine
...

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Matthias Pfafferodt

Follow-up Comment #2, bug #17740 (project freeciv):

 I'm playing beta3 with the experimental ruleset. I have a size
 2 city that's building a settler. I have not activated the
 disband if build settler at size 1 option. When the settler
 is built, the city drops to size 1. Then people migrate to my
 nearby capital, disbanding the city. I don't think this
 behavior should be allowed. [...]
My idea behind migration is that this is something the citizens decide for
themself. It should focus on some big MegaCities which eat (=disband) smaller
cities. Perhaps a small wounder 'DoNotDisband' should be added. If a cities
contains a wonder it will never be disbanded ...

 And it's doubly annoying when a few turns later, those
 migrating citizens die of plague in an overpopulated city.
 What exactly were they migrating for? Better opportunities for
 finger rot? 
This should be prevented by the following server option:

Option: mgr_foodneeded  -  Whether migration is limited by food
Description:
  If this setting is enabled, citizens will not migrate to cities which
  would not have enough food to support them. This setting has no effect
  unless migration is enabled by the 'migration' setting.
Status: changeable
Value: enabled, Default: enabled


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every

Follow-up Comment #3, bug #17740 (project freeciv):

I do not see why mgr_foodneeded would change plague behavior.  The option
would need to be more like mgr_healthneeded.

I could see a city disbanding if it has no resources of interest and no
buildings.  It does not make sense if the city has valuable resources within
its radius that a major city cannot use.  Who is going to bring those
resources to market?  Who is going to defend the frontier?  If I were a
monarch and I built a city wall and barracks somewhere, and people deserted, I
would have them summarily executed upon their arrival to a major city.  Under
a Republic or a Democracy I wouldn't expect to have that kind of control.  In
a Communism you jolly well go to where the State tells you.  If they tell you
not to leave the country, you don't, at peril to your life.

I suggest weighting resource specials so that cities tend to keep a
population that works them.

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Matthias Pfafferodt

Follow-up Comment #4, bug #17740 (project freeciv):

 I do not see why mgr_foodneeded would change plague behavior.
 The option would need to be more like mgr_healthneeded. 
Sorry, I did not read the 'plague' in your text. But this is a random value.
Perhaps health should be considered in the migration score?
 
 I could see a city disbanding if it has no resources of
 interest and no buildings. It does not make sense if the city
 has valuable resources within its radius that a major city
 cannot use. Who is going to bring those resources to market?
 Who is going to defend the frontier? If I were a monarch and I
 built a city wall and barracks somewhere, and people deserted,
 I would have them summarily executed upon their arrival to a
 major city. Under a Republic or a Democracy I wouldn't expect
 to have that kind of control. In a Communism you jolly well go
 to where the State tells you. If they tell you not to leave
 the country, you don't, at peril to your life. 
This is possible using effects; See effect_migration_*: You can change the
possiblity for migration depending on the government.

 I suggest weighting resource specials so that cities tend to
 keep a population that works them.
This would really increase the calculation cost as the whole city radius has
to be iterated each time the score is calculated.

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every

Follow-up Comment #5, bug #17740 (project freeciv):

And why shouldn't the whole city working area being considered?  That is a
huge part of what's valuable about a city's location.  I don't put cities on
oceanfront property just to be cute, I put them there because there are fish
and whales.


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Jordi Negrevernis i Font

Follow-up Comment #6, bug #17740 (project freeciv):

Well, maybe it should be forgiven to have the migration event on a city that
has produced a settler on the same turn...

OTOH, the plague effect its so hard. It happens a lot, so that cities can
never reach size 8. So you have to build an aqueduct or an hospital. It shuts
down expansion a lot. Maybe it should be weakened...


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every

Follow-up Comment #7, bug #17740 (project freeciv):

I think if the city is building a Settler, it should diminish the desire to
migrate.  After all, settlement *is* migration.  It doesn't have to completely
stop migration, as a city could take too long to produce a settler, or a
player could be building a settler disingenuously to prevent migration.

The AI can't handle the plagues.  When I play on Experimental AI
difficulty, it's trivial to get ahead because the AI has no strategy for
dealing with the plagues.  Trying my 1st serious game under these new rules,
it took me until Turn 200 to get to Miniaturization, at which point my nearest
competitor only had Industrialization.  Other civs were barely beyond
Gunpowder.  Probably the AI believes that smallpox is good, whereas under
plague rules, it's clearly a bad strategy.  Aqueducts are expensive, and
they're the only way to deal with plague.  A civ that builds lots of aqueducts
in every city goes bankrupt.  The AI doesn't really know how to build a few
good big pox cities.


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread David Lowe

Follow-up Comment #8, bug #17740 (project freeciv):

I'm not sure that AI players are even subject to plague.  I've captured
several fairly large cities from them that don't even aquaducts, much less
hospital etc.   As soon as i take over they suffer turn after turn of plague
and basically melt away.

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Marko Lindqvist

Follow-up Comment #9, bug #17740 (project freeciv):

 I'm not sure that AI players are even subject to plague. I've
 captured several fairly large cities from them that don't even
 aquaducts, much less hospital etc.

I don't know if experimental ruleset has special effects increasing health of
ai players, but did you use diplomats to investigate that those cities had not
those buildings before your forces went in. Buildings are destroyed when city
is captured. See server setting 'razechance'

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread David Lowe

Follow-up Comment #10, bug #17740 (project freeciv):

In the back of my mind, i knew there was something i was forgetting.  Yes,
i've been using a building destruction rate of 20%.  Next time i will inspect
the house before i start breaking furniture...

That being said, i've seen an AI city of size 32; i struggle keep a city  12
even with Aquaduct, Sewer System, Hospital and Genetic Lab.  Is there
something else i'm missing?

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Lavrentij P Berija

Follow-up Comment #11, bug #17740 (project freeciv):

Maybe pollution?

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-15 Thread Brandon J. Van Every

Follow-up Comment #12, bug #17740 (project freeciv):

A size 36 city needs food, a supermarket, farmland, and celebration under a
democracy.

I had another instance this evening of my capital losing pop because of
plague, then next turn some idiots migrate to the capitol because they think
it's better.  The city disbands.  Then next turn those idiots die of plague in
my capitol.  Frequent plagues should be a deterrent to migration.


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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-14 Thread Brandon J. Van Every

URL:
  http://gna.org/bugs/?17740

 Summary: migration disbands city
 Project: Freeciv
Submitted by: bvanevery
Submitted on: Tue 15 Feb 2011 05:46:11 AM GMT
Category: rulesets
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 2.3.0-beta3
 Discussion Lock: Any
Operating System: Microsoft Windows
 Planned Release: 

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Details:

I'm playing beta3 with the experimental ruleset.  I have a size 2 city that's
building a settler.  I have not activated the disband if build settler at
size 1 option.  When the settler is built, the city drops to size 1.  Then
people migrate to my nearby capital, disbanding the city.  I don't think this
behavior should be allowed.  Outpost cities extend the boundary of the empire,
allow observation of trespassers, use resources that are not currently
available to a larger nearby city, may have a coastal outlet where a larger
nearby city has none, may produce a stream of settlers at a usefully
productive rate, and may have a barracks or a city wall.  Just disbanding my
cities willy nilly is really irritating.  I think it is reasonable for
migration to reduce a city's population to 1, but no more.



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File Attachments:


---
Date: Tue 15 Feb 2011 05:46:11 AM GMT  Name: losesetter.sav.gz  Size: 38kB  
By: bvanevery

http://gna.org/bugs/download.php?file_id=12458

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[Freeciv-Dev] [bug #17740] migration disbands city

2011-02-14 Thread Brandon J. Van Every

Follow-up Comment #1, bug #17740 (project freeciv):

And it's doubly annoying when a few turns later, those migrating citizens die
of plague in an overpopulated city.  What exactly were they migrating for? 
Better opportunities for finger rot?


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