Ignatus wrote:More concern is the proportional mp reduction - wouldn't it be overweakening to disallow a transported unit to perform an action at the final point if all transporter's mp are spent and the unit hasnn't yet do anything this turn? This allows one ship hop, but in fact you still can nearly do it if your unit retains at least a single fragment when the transporter is on its last mp.
Overweakening? Weaker yes, but my view is that if you have used up your time you have used it up. The difference of one move fragment for the transporter is not a huge price to pay (IMHO).
Of course, we can also disallow the ship to move if its cargo is out of mp; this, again, is logical (if we think of mps as of time spent on activities performed in the unit's speed rather than of fuel daily limit) but weird for players of present Freeciv.
Good point but this leads to no end of troubles. As pointed out by cazfi in one of the tickets the civ model has an essential inconsistency in chronology: that is in the game one can move (play) one unit AFTER another which is definitely not IRL. My view here is to simply remedy an exploit, and leave the fundamental paradigm as intact as possible.
I will point out (again) another simple modification - use a transport unit's "Not moved this turn" status to control some of the activities referred to in the various posts above. (See my first post on this page.)
This would complement the MinMovesFrags predicate.
Finally, I would like to add the comment that creeping elegance should be carefully considered. Simplicity sometimes has its merits.