Current program:
1) Eat&Drink
2) Draw mountain resources
3) Produce output wares
4) Draw mountain resources
5) Produce output wares
6) (implicit: gain experience)

Streamlining-like solution 1:
If I would remove step four, the training issue would be gone. However, Empire 
mines would last twice as long as previously. Is this what was wanted?

Streamlining-like solution 2:
If I would remove steps 4 and 5, the training issue would be solved, but the 
amout of wares/food would be halved. Is this what was wanted?

Streamlining-like solution 3:
If I would remove steps 4 and 5, double the amount of foodstuff brewery, winery 
and tavern produce, and tune the amount of training points needed, all would be 
fine except that road traffic would be larger than previously. I do not think 
this would be a major handicap, but since the goal was to solve a small 
training issue in case of empty mines, not rock the boat.

This merge request only touches the amount of experience when mining an 
exhausted mine, leaving everything else work just as before. The only penalty 
is few lines of additional code, plus one more parameter to the mine command. 
Which of the alternatives do you see superior to what I suggest here?
-- 
https://code.launchpad.net/~widelands-dev/widelands/feature-1478-stone-mine-streamline/+merge/215594
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/feature-1478-stone-mine-streamline into 
lp:widelands.

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