[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 ___ Reply to this item at:

[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 ci

[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 w

[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 ... ___ Reply to this item at: ___ Nachricht

[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 ... ___ Reply to this item at: __

[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. ___ Reply to this item at: ___ M

[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 _

[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 healt

[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 be

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

2011-02-15 Thread Lavrentij P Berija
Follow-up Comment #11, bug #17740 (project freeciv): Maybe pollution? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ __

[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 si

[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

[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 aw

[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 b

[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 aquedu

[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.

[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 mi

[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 va

[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 migra

[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?

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

2011-02-14 Thread Brandon J. Van Every
URL: 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