[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-12-04 Thread Jacob Nevins

Follow-up Comment #8, bug #18773 (project freeciv):

Looking at this further: there's currently a feature where, on the turn you
come out of revolution, you can change government freely during the same turn
-- it's not locked in, requiring a new period of anarchy to change, until
the turn change (update_revolution() setting revolution_finished=-1).

So you can set an initial target of Democracy when going into revolution,
keep that for most of the end-of-revolution turn (unbribable units), then at
the last minute change to Communism to get its benefits.

This applies whether or not you have Statue of Liberty. Without it, you only
get to do this for one turn per revolution, so it's minor. However, if you
have SoL, you could do this every turn, so this needs plugging too to fix the
exploit.

Anyone object to removing this behaviour altogether? That way, as soon as
you've chosen a non-Anarchy government at the end of a revolution, that's it
-- you'd need another revolution to change again. (But you'd still be able to
change target midway through a revolution.)

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-12-04 Thread Jacob Nevins

Follow-up Comment #9, bug #18773 (project freeciv):

This feature is discussed at length in PR#2327
http://bugs.freeciv.org/Ticket/Display.html?id=2327, where it was discussed
and then deliberately added. However, the unbribable-units effect wasn't
mentioned in that discussion. (PR#10151
http://bugs.freeciv.org/Ticket/Display.html?id=10151 is also relevant.)

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-11-12 Thread anonymous

Follow-up Comment #6, bug #18773 (project freeciv):

Looking at this, I want to apply the same sort of logic to the senate's
prevention of unprovoked pact breaking.

Right now, if you have the Statue of Liberty and try to break pact when you
have a senate, it lets it through anyway (The senate refuses to break treaty
with the Eastasians, but you have no trouble finding a new senate.) If that
remains, I think it allows at least a partial variant of this exploit -- it's
a get-out-of-Democracy-free card (assuming you can find someone to repeatedly
make and break treaties with).

However, this behaviour is triggered off Any_Government, not No_Anarchy
(both of which attach to the Statue of Liberty). This looks wrong; I think it
should come with No_Anarchy, since I think the feature is for consistency
with the other aspects of that effect (no point having a senate blocking
things if you can get round it by changing government with no cost). Anyone
object to me changing that? It wouldn't change the behaviour of any of the
supplied rulesets, as they always use these two effects together.

-- jtn


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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-11-12 Thread anonymous

Follow-up Comment #7, bug #18773 (project freeciv):

Hm, actually, I'm wrong about that senate behaviour allowing an exploit like
this, as it doesn't allow you to actually change government. Perhaps I don't
need to do a complicated thing here.

My question about the effects stands, though. (I'll raise a new ticket if no
objections.)

-- jtn


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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-03 Thread Michal Mazurek

Follow-up Comment #3, bug #18773 (project freeciv):

An alternative possibility: the Statue of Liberty could do away with
Anarchy, but revolution could be prevented for the length of time that they
would have been in Anarchy. 

I don't really understand.

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-03 Thread Jacob Nevins

Follow-up Comment #4, bug #18773 (project freeciv):

What I mean is: say revolen is set to 2. Normally, when you change
government, you'd get two turns of Anarchy. With Statue of Liberty, you'd get
your new government immediately -- but you wouldn't be able to initiate
another revolution for another 2 turns.

With revolen=0, you'd get the standard 1-5 turns of lockout.

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-03 Thread Michal Mazurek

Follow-up Comment #5, bug #18773 (project freeciv):

Great, this sounds good to me as well.

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread Michal Mazurek

URL:
  http://gna.org/bugs/?18773

 Summary: statue of liberty hack
 Project: Freeciv
Submitted by: akfaew
Submitted on: Sun Oct  2 07:10:18 2011
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

There is a hack players use with statue of liberty: be in democracy during
the turn, switch to communism a second before TC. That way you have all the
benefits of communism while having unbribable cities. Now that we use small
wonders, this will be even more unbarable. I propose a fix: you can switch
govt not more often than once every 2 turns. What do you think? This would
require a dedicated variable in struct player for this wonder only.




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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread Jacob Nevins

Follow-up Comment #1, bug #18773 (project freeciv):

Fun exploit.

 I propose a fix: you can switch govt not more often than once 
 every 2 turns.
Why 2 turns specifically? Did you choose it so that disorder in their cities
have a chance to cause a revolution under Democracy? (Not that they care if
they're going to be dithering their government anyway.)

An alternative possibility: the Statue of Liberty could do away with Anarchy,
but revolution could be prevented for the length of time that they would have
been in Anarchy.

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[Freeciv-Dev] [bug #18773] statue of liberty hack

2011-10-02 Thread David Lowe

Follow-up Comment #2, bug #18773 (project freeciv):

An alternative possibility: the Statue of Liberty could do away with
Anarchy, but revolution could be prevented for the length of time that they
would have been in Anarchy.

That sounds good to me.

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