[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-11-15 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

 Planned Release: = 2.4.0  

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Follow-up Comment #14:

rebased patch (no further changes)

(file #11223)
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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-12 Thread James Spahlinger

Follow-up Comment #13, patch #1936 (project freeciv):

I was thinking trade after... well trade (routes) happened ;). That is still
limited but has different dynamics then either pop limit or shield limit.
Each city has a certain amount of trade, so the amount of resources that can
_locally_ be used by a city is limited (yet higher then the amount of gold
by workers. But I think either limit makes sense and my offer is just that,
an alternative :

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

  Status:None = In Progress

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Follow-up Comment #11:

untested patch:

limit units with gold upkeep support by a city if upkeep is paid in a lumped
sum by the nation

* new ruleset setting: free_military_units
* limit is: city size + free_military_units
* what to do with units with the F_UNDISBANDABLE flag (also for
killunhomed)?
* can one rehome unhomed units?

(file #10293)
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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-10 Thread David Fernandez

Follow-up Comment #12, patch #1936 (project freeciv):

I'm glad you implemented the population limit, I'll test it.

Although I still think the Trade limit was a good alternative.
With gold_upkeep_style = 0 a city can be the home for more units than his
gold production, as long as your global treasury ends positive. And it is
possible to rehome all your units to same city.
Only if the treasure falls under zero the units/buildings would start to be
disbanded, so there is not really a limitation.

Trade is not affected by markets, banks, taxman citizens, nor by the tax
rate, so it is a stable value. In fact, trade in a city use to be similar
than the shield production, and it would create a limitation similar to
default upkeep by shields.

I also like limitation based on population because it is more restrictive,
more stable, and I guess it would get wars more even. And it makes sense you
can recruit only a percentage of your population for military units.
For modern units as fighters you would need to recruit less people, but the
percentage of population that can be teached to pilot a fighter is also
smaller, so the pop limit still makes sense to me.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-08 Thread David Lowe

Follow-up Comment #8, patch #1936 (project freeciv):

Should this be limited to military units?

I can't see why we would need to limit Workers, Caravans, etc.  For us
informed, do Diplomats count as military units?

What should happen if the city size is reduced?
Kill random units till the maximum supported number is reached?

That seems to be the easiest solution to implement, though if it's not too
unwieldy i'd prefer the unhome/slowly kill method.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-08 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

  Depends on: = bugs #16665


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-08 Thread Matthias Pfafferodt

Follow-up Comment #9, patch #1936 (project freeciv):

 I can't see why we would need to limit Workers, Caravans, etc.
 For us informed, do Diplomats count as military units? 

As they have the flag NonMil the answer is given by the ruleset definition.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread anonymous

Follow-up Comment #4, patch #1936 (project freeciv):

If a city can't support a unit anymore, then perhaps another city can, just
like in real life. So, I think that 'units' should migrate to any city that
has upkeep points availabe. If there isn't any city with upkeep available,
then, just now, the units should be disbanded (if they were loyal to the
king) or, with some propability, changed into barbarians (if they weren't
loyal). KeyserSoze.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread Matthias Pfafferodt

Follow-up Comment #5, patch #1936 (project freeciv):

I think migrating the unit is not a solution. This would open the possibility
to easily 'move' a unit. Trade could be a possible limiting factor.

For the AI some 'magic' must be done so that the units are distributed over
all cities.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread David Fernandez

Follow-up Comment #6, patch #1936 (project freeciv):

I admit I like the suggestion to use trade more than mine to use population.
I didn't liked at first because peaceful governments (democracy/republic)
increase a lot the trade, but those govs also increase the population due to
rapture growth.
It would make celebrations under monarchy/communism a bit more useful, and it
makes sense that roads, superhighways, trade routes and even the Colosus to
increase your supported army.

I'm also liking the idea to switch the home city to another that can support
it. It is true it would be an easy way to move a unit, but it is not so
important under gold upkeep, I see it a good thing to reduce micromanaging,
and it would act automatically as the magic needed for the AI.
In fact, under gold upkeep styles where units are paid in a lump sum, the
home city is not important except to cause military unhappiness. In this
scenario, it is not an advantage that unsupported units suddently switch to
random cities.

I really liked the suggestion by KeyserSoze, though I'm also new here, is up
to developers to decide.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-07 Thread James Spahlinger

Follow-up Comment #7, patch #1936 (project freeciv):

Just to add a little more on the trade idea: A well balanced game would treat
gold(trade) upkeep very similar to shield upkeep. As the game stands it is not
hard to have cities produce massive numbers of shields but very little trade.
What limits those industrial cities from making infinite military units is
the unhappy citizens.

Using trade really is no different, a unit's home city has to pay for it in
gold and in citizen moral. Because each city has a set amount of trade
resources; no one city can be the home city to an infinite unit count. Plus
remember cities have to use gold to pay for their improvements as well. Paying
for those probably should happen before paying for military units (not real
sure on this).

From a player standpoint a limit on unitcount based on trade makes more
intuitive sense then a limit based on how many people the city has. You have
to pay for these units, richer cities are going to be able to afford more
then poorer cities. Even if the units were built(trained) in an
industrial/shield city then based at a rich city; there still is a natural
constraint based on city resources. Building things at a factory and using
the output to defend a nation's wealth has been done by nations all
throughout history.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread Matthias Pfafferodt

URL:
  http://gna.org/patch/?1936

 Summary: limit the number of units a city can support
 Project: Freeciv
Submitted by: syntron
Submitted on: Montag 06.09.2010 um 23:08
Category: rulesets
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

see bug #16413 point 1): limit the number of units a city can support

To balance gold upkeep David Fernandez proposed to limit the number of units
a city can support to the size of the city. This could include a new ruleset
option 'free_units_per_city'. If it set to -1 there is no limit at all. Else
it gives the number of 'free' units.

Example:

free_units_per_city = 5

city size = 2 = 5 unit possible
city size = 5 = 5 unit possible
city size = 6 = 6 unit possible
city size = 9 = 9 unit possible

Some questions:

Should this be limited to military units?
What should happen if the city size is reduced? Kill random units till the
maximum supported number is reached?






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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread Matthias Pfafferodt

Update of patch #1936 (project freeciv):

Priority:  5 - Normal = 1 - Later  


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread pepeto

Follow-up Comment #1, patch #1936 (project freeciv):

Unit gold upkeep is already possible in the ruleset. I guess that some
government effect already can give a certain number of free units? Am I
wrong?


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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread David Fernandez

Follow-up Comment #2, patch #1936 (project freeciv):

Your suggested free_units_per_city sounds perfect.
I agree it should affect only to military units, and I agree units that can't
be supported should be disbanded.

If the option slowly kill unhomecitied units is enabled, units could be
made unhomed instead of disbanded, but I guess it could enable some exploit
depending on rate of recovering hp... I suppose it is not worth to complicate
it, when it'd need a combo of optional rules.


My doubt is how AI would handle such population limit. In my tests with gold
upkeep, AI do not use to build more units than his total population, but they
do build in some cities more units than the city size, while they do not build
units in other cities. (I know it depends on many variables, but AI
recruitment uses to behave similar with several different ruleset options I
tested).

I guess the rule would help the AI to spread the home of units, to take
better advantage of free upkeep per city, to build more improvements (instead
of units) in the cities with good production, and to avoid the chances of AI
bankrupt due to huge armies that I see often with gold upkeep. Though it is
hard to know until we can test it.
In the other hand, human players use to handle pop growth much better than
AI, and humans use to need less units to attack properly.

Unit gold upkeep is already possible in the ruleset. I guess that some
government effect already can give a certain number of free units? Am I
wrong?
True, but gold upkeep seems to need some additional rule to limit the number
of units per city, else some aspects of game would not be balanced, mainly
military unhappiness.

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[Freeciv-Dev] [patch #1936] limit the number of units a city can support

2010-09-06 Thread James Spahlinger

Follow-up Comment #3, patch #1936 (project freeciv):

I don't know if this has been proposed or is currently done as I'm still new
to both the game and the code.

Instead of limiting the number of units a city can support under gold upkeep
rules, perhaps limit what gold can be used for the unit upkeep. Units under
shield upkeep are limited by the number of shields a city produces. The
equivalent for gold upkeep could be the amount of trade a city has.

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