city setup destroyed when growing

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meynaf
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Re: city setup destroyed when growing

Postby meynaf » Sun Feb 11, 2018 8:59 am

GriffonSpade wrote:How specifically would you handle barbs leaving?

It's notable that simply waiting for all tiles to be valid can be blocked for other reasons, like other cities working them.

When barbs come, the cells they occupy have their worker go elsewhere. Perhaps then it could attempt to find the most similar cell for the new one.
When barbs leave, nothing special occurs.

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GriffonSpade
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Re: city setup destroyed when growing

Postby GriffonSpade » Mon Feb 12, 2018 9:41 am

meynaf wrote:
GriffonSpade wrote:How specifically would you handle barbs leaving?

It's notable that simply waiting for all tiles to be valid can be blocked for other reasons, like other cities working them.

When barbs come, the cells they occupy have their worker go elsewhere. Perhaps then it could attempt to find the most similar cell for the new one.
When barbs leave, nothing special occurs.


Hmm, with no saving whatsoever, it'd be pretty easy to just have it use the 'normal' mode (Most Resource -> Most Food -> Most Production -> Most Trade -> [Use Special Citizen?])

Combined with a message altering the player that the city's work has been altered should be sufficient. And indeed, getting a message any time the worked-tile terrain/specials/extras change, work worked tiles become invalid and have to be changed, or even the number of invalid tiles decreases would be useful.

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meynaf
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Re: city setup destroyed when growing

Postby meynaf » Mon Feb 12, 2018 10:26 am

GriffonSpade wrote:Hmm, with no saving whatsoever, it'd be pretty easy to just have it use the 'normal' mode (Most Resource -> Most Food -> Most Production -> Most Trade -> [Use Special Citizen?])

Combined with a message altering the player that the city's work has been altered should be sufficient. And indeed, getting a message any time the worked-tile terrain/specials/extras change, work worked tiles become invalid and have to be changed, or even the number of invalid tiles decreases would be useful.

Normal mode seems good enough.
No problem will remain for me, as long as events trigger a minimalistic impact rather than killing a whole city's setup.