bugFreeciv - Bugs: bug #20949, Work on a terrain reaching last...

 
 
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bug #20949: Work on a terrain reaching last turn may continue beyond

Submitted by:  DynV <dynv>
Submitted on:  Sun 07 Jul 2013 06:41:32 PM UTC  
 
Category: clientSeverity: 1 - Wish
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: 2.3.4, gui-gtk-2.0Operating System: Any
Planned Release: 

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Sun 07 Jul 2013 06:41:32 PM UTC, original submission:

I think it will be better to make my suggestion with an example: Let's there's say a forest with workers/settlers/engineers already irrigating and it's its last turn, there was just enough work done and it would be completed the next turn. Now another worker arrived and is ready for an action and the best thing is to just wait, perhaps making a road would be counterproductive as when the terrain is altered to plain, the same action will be quicker. So the best action is to just wait until the terrain is changed then ripe for another irrigation, this time taking just 1 turn as the workers stack would be high enough.

Instead of taking no action or the same action not being productive (as sometimes when there's too much workers, the best is just have some of them watch as if they get close by, it will slow those already there), the action would take place but on the next stage ; that when the irrigation is already sufficient for the forest to become a plain, that further irrigation on that same turn be applied on the plain, which doesn't yet show neither give the output but should be basis for further action.

So to imagine for my example: currently the workers stack spread all over the forest synchronizing themselves to have it altered to a plain at the end of the turn (50 or 25 or ... or 1 year) ; instead as I propose, imagine having the workers fully making the alteration (forest to plain) section by section, the more workers, the more sections done, now ... Oh yes! I see how my suggestion would need to be limited as in my last paragraph parenthesis. So--only if the stack wasn't high enough on the last turn to complete the alteration in 1 turn--the sections already being plains could right implement the irrigation infrastructure.

So an alteration after the next stage of the alteration (plain for forest irrigation), it could only go so far as the free section allow it.

So let's say there's a plain with no workers on it. Then 3 workers arrive starting to make an irrigation infrastructure, each working on a 5th of the tile. The next turn, the tile is 3/5 irrigated, 2/5 without infrastructure, 2 workers finish the irrigation then the next worker start making a road on the irrigated part ; now because road on plain halves terrain, working up to 50% per turn, but because the workable terrain is over that, 60%, that alteration portion will fully take place.

The philosophy behind this is that at some point, the terrain is too saturated for any more productive work to take place ; but also that the current scheme doesn't allow for work in unsaturated portions (if a sectional but complete method is allowed (instead of gradual but fuly spread)).

Sorry about the title, it was the best I could to cram what I meant in a few words, please feel free to modify it accordingly.

DynV <dynv>

 

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