patchFreeciv - Patches: patch #2265, [metaticket] citizen nationality

 
 
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patch #2265: [metaticket] citizen nationality

Submitted by:  Matthias Pfafferodt <syntron>
Submitted on:  Wed 22 Dec 2010 09:23:05 PM UTC  
 
Category: generalPriority: 3 - Low
Status: DonePrivacy: Public
Assigned to: Matthias Pfafferodt <syntron>Open/Closed: Closed
Planned Release: 2.4.0

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Tue 09 Apr 2013 08:53:46 PM UTC, comment #13:

OK, it seems this idea has legs, so I've split it out into its own ticket (patch #3843).

Back to this one: the basic nationality mechanism is complete for 2.4.x, and open tickets that remain are about doing more things with it, which will not be in 2.4.x. So I don't see any point keeping this ticket open.
(If your favourite idea in the comments doesn't have its own ticket, do raise a new one.)

Jacob Nevins <jtn>
Project Administrator
Thu 04 Apr 2013 01:46:07 PM UTC, comment #12:

Assuming appropriate client interface, one means to model it would be:

Donor loses unit when ACTIVITY_IMMIGRATE is selected (assuming AddToCity, etc.).

Receiver has interface choice in city dialog which may be acted upon at any time (immigrants are expected to be living in the city illegally prior to accept/reject: no benefit in terms of production/specialisation, but no penalties in terms of food use, etc.). Acceptance ought add to city size even if the city is too large to normally accept Settler actions, but be blocked by effect-driven city size limitations. Rejecting just removes the count of citizens attempting to settle. The interface should indicate the originating nation for each choice.

Selecting "accept" generates:
Donor: "%s has graciously welcomed your %s as citizens in %s", player_name(receiver), unit_type_name_translation(unit), city_name(city)
Receiver: "%s from %s settle peacefully in %s", unit_type, unit_name_translation(unit), nation_name(donor), city_name(city)

Selecting reject generates:
Donor: "%s has merciliessly murdered your %s in %s", player_name(receiver), unit_type_name_translation(unit), city_name(city)
Receiver: "You successfully prevent infiltration by %s from %s in %s", unit_type_name_translation(unit), city_name(city)

AI would select based on relationship with originating nation (not diplomatic status, but love) balanced against desire for city growth.

Emmet Hikory <persia>
Project Member
Wed 23 Jan 2013 07:25:16 PM UTC, comment #11:

> If so, would need some way of asking permission from the
> receiver, which would be tricky UI-wise as pop-ups are already
> problematic, and we don't want donors abusing such pop-ups
> maliciously during a time-critical situation.


What about just sending an event (chatline/messagebox) to receiver at the time when donor tries to add settler. Then the receiver can go to city dialog when ever it suits him/her for accepting new citizens with a button added there.
Problem is what happens to settler meanwhile. Should donor lose it immediately? Permanently (even if receiver declines)?

Marko Lindqvist <cazfi>
Project Administrator
Sat 14 Jul 2012 11:25:45 AM UTC, comment #10:

Another one for the half-baked ideas bucket (let's create a new ticket if this takes off).

Currently you can't add to someone else's city with Settlers etc, even if you're allies. But what if you could, and the nationality of the new citizen was that of the unit? Could be an interesting peacetime dynamic -- receiver immediately gets the benefit of an extra citizen, but donor gets reduced incite cost, increased migration chance (etc) should relations between the nations change.

Not sure if receiver should get a say in whether these extra citizens are foisted on their cities.

  • If not, perhaps it's too open to abuse (although there could be an effect to allow this, so certain government types allow this kind of immigration).
  • If so, would need some way of asking permission from the receiver, which would be tricky UI-wise as pop-ups are already problematic, and we don't want donors abusing such pop-ups maliciously during a time-critical situation.
Jacob Nevins <jtn>
Project Administrator
Sun 14 Aug 2011 04:53:16 PM UTC, comment #9:

> About 'underground independence': what should be the death of a player? if there is no city and the last unit of a player is killed? Or if there is no citizen left? Or should all citizens convert to the owner of the city if the last unit is killed?


There is no city and the last unit of a player is killed.

J. M. Gorbach <gorb>
Sun 14 Aug 2011 03:53:26 PM UTC, comment #8:

Thanks for the comment! I will check it and redo the patches.

About 'underground independence': what should be the death of a player? if there is no city and the last unit of a player is killed? Or if there is no citizen left? Or should all citizens convert to the owner of the city if the last unit is killed?

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.
Fri 12 Aug 2011 07:49:43 AM UTC, comment #7:

-One question is, if it should be a 'real' ruleset option as it is now or an effect.
I prefer an effect.
-The later would allow to change the result
Buildings (ex. Courthouse and University) and wonders (ex. French Revolution? 1848?).
-Which are good for the game play and should be implemented?
Ruled by foreign oppressor, Ethnic tensions and Underground independence movement.

J. M. Gorbach <gorb>
Sat 06 Aug 2011 08:58:54 PM UTC, comment #6:

In the discussion several other ideas were named (see comment #1, comment #2 and comment #3). Which are good for the game play and should be implemented?

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.
Sat 06 Aug 2011 08:50:38 PM UTC, comment #5:

I would like to include the missing patches in freeciv 2.4 so that the citizens feature is useable (patch #2365, patch #2366 and patch #2367). One question is, if it should be a 'real' ruleset option as it is now or an effect. The later would allow to change the result due to buildings etc.

I will send rebased patches ...

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.
Mon 17 Jan 2011 09:36:11 PM UTC, comment #4:

Split the patch in small tickets for testing ...

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.
Tue 28 Dec 2010 02:37:44 PM UTC, comment #3:

(words to comment #1 and comment #2)

> Wow, this is something that's been on my wish-list for years. :)


The idea is from the greyciv patch from 2004 ([1]; last patch[2]; more discussion [3] and [4] ); but I started from scratch as the code base changed a lot and I want a clear implementation which can be (de)activated by a ruleset option

> The concept of citizen nationality could add some interesting
> dynamics if applied appropriately. Some ideas...


But this has to be discussed carefully; I did implement or plan to implement some of your ideas. Here are my comments:

> -A city with only 'foreign' citizens gets an additional
> unhappy citizen. (Ruled by foreign oppressor)
>
> -A city with mixed 'foreign' and 'domestic' citizens gets two
> additional unhappy citizens. (Ethnic tensions)


> I prefer the way it was done in civ3: citizens of an ethnic
> group at war with the leader start as angry. It makes things
> more challenging to capture a decent size city and not have it
> go into disorder right away.


I do plan a new feeling level after cities which adds additional unhappy / angry people if you are at war with this nation.

> -A city with majority 'foreign' citizens breaks out and
> rejoins its 'original' owner after X turns of civil unrest.
> (Underground independence movement)


OK; I did plan a random element but do it after a time of civil unrest (disorder) is a good idea. The city will go to the nation with the most citizens

> -When a city grows, the nationality of the added citizen is
> that of the majority in the city. (Build settlers and send to
> a conquered city to 'colonize' it)


Here I do add new citizens with the nation of the owner. It is easier for game play. Furthermore, after x turns (ruleset option) one foreign citizen is converted and if you conqueror a city half of the foreign citizens convert to your nation.

I think this will be changed to an effect. Thus, it can be different for different goverments as well as wouders with such an effect are possible.

> -Re-imagining civil war: New player is not created. Instead,
> any city with more than X% foreign population reverts to the
> player of the majority nationality in that city.


OK; this was also my plan (plus the new city counts as conquered; see above)

> -Introducing wonder that gradually 'converts' citizens to your
> 'domestic' nationality (in city or on continent.)


see above; needs this as effect and not as direct ruleset option.

> -Certain governments have effects on nationality; e.g. under
> Communism or Democracy, 'foreign' citizens does not cause
> unhappiness in cities.


needs it as effect (see above)

Links:
[1] http://forum.freeciv.org/viewtopic.php?t=204
[2] http://download.gna.org/freeciv/contrib/modpacks/greyciv/greyciv-0.3/
[3] http://forum.freeciv.org/viewtopic.php?t=206
[4] http://forum.freeciv.org/viewtopic.php?t=6125

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.
Sat 25 Dec 2010 08:01:27 PM UTC, comment #2:

I prefer the way it was done in civ3: citizens of an ethnic group at war with the leader start as angry. It makes things more challenging to capture a decent size city and not have it go into disorder right away.

David Lowe <doctorjlowe>
Fri 24 Dec 2010 08:17:37 PM UTC, comment #1:

Wow, this is something that's been on my wish-list for years. :)

The concept of citizen nationality could add some interesting dynamics if applied appropriately. Some ideas...

-A city with only 'foreign' citizens gets an additional unhappy citizen. (Ruled by foreign oppressor)

-A city with mixed 'foreign' and 'domestic' citizens gets two additional unhappy citizens. (Ethnic tensions)

-A city with majority 'foreign' citizens breaks out and re-joins its 'original' owner after X turns of civil unrest. (Underground independence movement)

-When a city grows, the nationality of the added citizen is that of the majority in the city. (Build settlers and send to a conquered city to 'colonize' it)

-Re-imagining civil war: New player is not created. Instead, any city with more than X% foreign population reverts to the player of the majority nationality in that city.

-Introducing wonder that gradually 'converts' citizens to your 'domestic' nationality (in city or on continent.)

-Certain governments have effects on nationality; e.g. under Communism or Democracy, 'foreign' citizens does not cause unhappiness in cities.

Daniel Markstedt <dmarks>
Project Administrator
Wed 22 Dec 2010 09:23:05 PM UTC, original submission:

This WIP patch series adds the possibility to account for the nationality of the citizens of each city. It will be splitted in several small patches at the time the development of 2.4.0 starts. At the moment it also includes the fix for bug #17110. The information about the citizens is used for

  • migration
  • poison (spy)
  • ...

The attached files shows the list of citizens on the happiness tab of the gtk client. It also shows bug #17306 ...

Matthias Pfafferodt <syntron>
Project MemberIn charge of this item.

 

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Attached Files
file #11653:  city.patch added by syntron (211kB - text/x-patch)
file #11654:  citizens.jpg added by syntron (85kB - image/jpeg)

 

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   bug dependencies, patch dependencies.

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    Follow 25 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Tue 09 Apr 2013 08:53:58 PM UTCjtnDependenciesRemoved dependancy to patch #2367=>-
    Tue 09 Apr 2013 08:53:52 PM UTCjtnDependenciesRemoved dependancy to patch #2366=>-
    Tue 09 Apr 2013 08:53:46 PM UTCjtnStatusIn Progress=>Done
      Open/ClosedOpen=>Closed
    Sun 15 Jul 2012 01:03:18 PM UTCjtnSummary[metaticket] citizens=>[metaticket] citizen nationality
    Fri 04 Nov 2011 11:14:24 PM UTCjtnDependencies-=>Depends on patch #3015
    Thu 27 Jan 2011 04:05:42 PM UTCsyntronDependencies-=>Depends on patch #2425
    Mon 17 Jan 2011 09:35:24 PM UTCsyntronDependencies-=>Depends on bugs #17518
    Mon 17 Jan 2011 09:34:56 PM UTCsyntronDependencies-=>Depends on bugs #17519
    Mon 17 Jan 2011 09:34:41 PM UTCsyntronDependencies-=>Depends on patch #2369
      Dependencies-=>Depends on patch #2368
      Dependencies-=>Depends on patch #2367
      Dependencies-=>Depends on patch #2366
      Dependencies-=>Depends on patch #2365
      Dependencies-=>Depends on patch #2364
      Dependencies-=>Depends on patch #2363
      Dependencies-=>Depends on patch #2362
      Dependencies-=>Depends on patch #2361
      Dependencies-=>Depends on patch #2360
      Dependencies-=>Depends on patch #2359
      Dependencies-=>Depends on patch #2358
      Dependencies-=>Depends on patch #2357
    Mon 17 Jan 2011 09:34:13 PM UTCsyntronDependencies-=>Depends on bugs #17520
    Wed 22 Dec 2010 09:23:05 PM UTCsyntronAttached File-=>Added city.patch, #11653
      Attached File-=>Added citizens.jpg, #11654
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