bugFreeciv - Bugs: bug #20547, Client-side time machine

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bug #20547: Client-side time machine

Submitted by:  Bernd Jendrissek <berndj>
Submitted on:  Thu Feb 21 12:45:08 2013  
Category: clientSeverity: 1 - Wish
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: Contains string changes: None

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Thu Jun 13 03:23:08 2013, comment #2:

>Do you really want to coordinate all those engineers yourself?

Orthogonal issues: with 1000 engineers, no, I shouldn't want to. But this feature idea (calling it a "request" seems a bit strong) is unashamedly a micromanagement aid that would be useful even with smaller numbers of workers. Especially in early game, where small efficiencies can make a big difference.

>I would rather like to set a goal for each tile

Yes, that would be a far more appropriate way of managing 1000 engineers, if it could help avoid autosettler mode doing stupid things, like transforming whole continents into forests or even just changing previously painstakingly micromanaged terrain at all.

Bernd Jendrissek <berndj>
Tue Jun 11 10:40:18 2013, comment #1:

Do you really want to coordinate all those engineers yourself?

I would rather like to set a goal for each tile (needs road, rail, mine, irrigation or farmland and change to type X) and then set all the engineers to auto-worker. The auto-worker would then go about and change tiles to meat the goal. When all goals are reached they would revert back to normal.

While this wouldn't give you perfect timing control I think it would be much less stressful. The goals could include a priority that would influence the decision what to do first. Tiles used by cities could also get a bonus so a used tile gets irrigated before an unused one.

Thu Feb 21 12:45:08 2013, original submission:

Background: I'm tediously playing a 29ktile donut map and terraforming the rather large poles with nearly 1000 engineers. I have a patch that does connect-with-transform, but even that seems inadequate: mainly because I forget which engineers are terraforming along which path, so two paths end up intersecting and I get tiles terraformed more than I want, or at least sooner than I want them in the desired state.

It would be nice if the client could display the state of the world as it will be N turns ahead - at least to present an approximation. Of course it isn't possible to predict barbarian or other enemy interference, but it would be good enough to approximate the future.

A time machine could also be useful in planning decisive battles, but doing that properly would need a lot more UI in order to explore the ensemble of possible outcomes by considering various enemy actions.

Bernd Jendrissek <berndj>


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