[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect
Update of patch #3178 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?3178 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect
Update of patch #3178 (project freeciv): Status: In Progress = Ready For Test ___ Reply to this item at: http://gna.org/patch/?3178 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect
Follow-up Comment #1, patch #3178 (project freeciv): Thank you, I'll surely use this rule effect. While you are at it, I'd also suggest to add a rule effect to multiply/divide the trade bonus obtained from trade routes. I found a workaround to half it by using this code: [effect_trade_route_reduce] name= Output_Per_Tile value = 100 reqs= { type, name, range OutputType, Trade, Local } [effect_trade_route_reduce_1] name= Output_Bonus_2 value = -50 reqs= { type, name, range OutputType, Trade, Local } but it has very limited usage and produces some non desired effects. ___ Reply to this item at: http://gna.org/patch/?3178 ___ Mensaje enviado vía/por Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect
Update of patch #3178 (project freeciv): Status: Ready For Test = In Progress ___ Reply to this item at: http://gna.org/patch/?3178 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #3178] Max_Trade_Routes effect
URL: http://gna.org/patch/?3178 Summary: Max_Trade_Routes effect Project: Freeciv Submitted by: cazfi Submitted on: Sat 03 Mar 2012 12:53:45 AM EET Category: general Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.5.0 ___ Details: This patch makes maximum number of trade routes city may establish controlled by an effect. I intentionally left out removal of existing trade routes even if effect value decreases below current number of max trade routes. This is to reduce micro-management. User should not be forced to establish same traderoute again if effect value temporarily dips. Hard maximum (one that the effect value is clipped to) of trade routes is increased from 4 to 5. In all supplied rulesets, except civ1, effect that makes max number of trade routes always 4 has been added. In civ1 ruleset effect provides maximum of 4 trade routes. I don't know what civ2 ruleset should have. I just assume that freeciv's traditional number of trade routes, 4, has been inherited from civ2. ___ Reply to this item at: http://gna.org/patch/?3178 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev