bugFreeciv - Bugs: bug #21155, City settings for new citizens

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bug #21155: City settings for new citizens

Submitted by:  None
Submitted on:  Sun Sep 22 14:24:38 2013  
Category: generalSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOriginator Email: -unavailable-
Open/Closed: OpenRelease: 
Operating System: AnyPlanned Release: 
Contains string changes: None

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Sat Nov 15 19:53:07 2014, comment #3:

Reported by me long before I created an account here, and I can't answer the question. The old behaviour worked when "elvis" was still the default for all towns. Meanwhile I like the new hardwired and unmodifiable "scientist" setting, and I use city governors when I want "taxman" (after researching everything.) The old settings dialogue is now apparently unused cruft.

Frank <dunnoob>
Sun Nov 3 12:15:53 2013, comment #2:

The client city options are enacted in city_increase_size(), which subsequently calls auto_arrange_workers(). Can the selection of specialists survive this, or is it completely futile?

If so, the bug would be "city specialist preference completely ignored", and the observed change in behaviour between 2.3 and 2.4 might be down to us fixing the "unwanted tax collectors" bug (patch #3620 and friends).

(I did wonder if the translation of CITYO_NEW_TAXMAN as best_specialist(O_GOLD, pcity) might yield the wrong result, but adding debug logging to 2.4.0 shows that it chooses Taxmen, yet my test city ended up with only entertainers / scientists.)

Jacob Nevins <jtn>
Project Administrator
Sun Nov 3 10:12:00 2013, comment #1:

Another similar report in bug #21234 (against 2.4.0 on Windows):

> 2) client ignores "new citizens are" setting in city tab
> new citizens are made always scientists even when setting is on "taxeman"
> it also changes all taxemans to scientists on city growth (entertainers stay same)

Jacob Nevins <jtn>
Project Administrator
Sun Sep 22 14:24:38 2013, original submission:

The city "settings" for "new citizens" do not more work as expected.

General behaviour: If a city has no governor and grows, or if the user double-clicks on the city centre in the mini-map, the citizens are automatically reset for an optimal output. Some citizens will be entertainers (= produce happiness) to balance unhappy citizens. Other citizens work on tiles to produce food, shields, or trade points.

Old behaviour: All remaining citizens worked as entertainers, scientists, or taxmen determined per city by the settings for "new citizen". The default "entertainer" was rather dubious.

New behaviour (introduced before 2.3.4): All remaining citizens work as scientists. The settings for "new citizens" is ignored. This is typically better than the old behaviour; it is not more necessary to change the default "entertainer" to "scientist" for each city.

However, after researching everything, "scientists" are less interesting than "taxmen", and changing the settings for "new citizens" to "taxmen" does not more work as expected.

Suggested fixes:
(1) Revert to the old behaviour with a new default "scientists" instead of "entertainers".
(2) Replace the old per city settings for "new citizens" by global settings, with a default "scientists". Players could then simply switch to taxmen or entertainers for new citizens in all cities.



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  • -unavailable- added by dunnoob (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)

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