patchFreeciv - Patches: patch #4555, actionwaittime: terrain...

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patch #4555: actionwaittime: terrain alterations etc near turn change take an extra turn

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Thu Feb 27 00:48:52 2014  
Category: NonePriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Fri Mar 14 21:42:44 2014, comment #1:

I like this solution and I find it very important for multiplayer games.
I was thinking about a similar solution for the "fortify" action that I have posted here bug #21795.

David Fernandez <bardo>
Thu Feb 27 00:48:52 2014, original submission:

An idea that came out of a conversation on #longturn.

As I understand it, currently there's a problem on where players can log in just before turn change and start building a fortress, which will be immediately built on turn change before anyone can react.

We could have a setting 'actionwaittime' analogous to 'unitwaittime', specifying a minimum time before turn change for activities such as building bases, roads, pillaging, converting etc. Any activity started after that window would simply take one turn longer to complete, so that 'instant' fortresses were not possible.

Possibly the extra turn penalty should only apply if the activity would otherwise take a single turn -- if you start a 36-turn transformation with a single unit, it doesn't turn into 37.

Would need care to ensure that piling extra workers into the task can't defeat the penalty.

I think we'd have to break our usual forgiveness principle for this -- if a unit cancels an activity and then restarts it later in the same turn, we'd have to add the 1-turn penalty, otherwise a unit could be 'invisibly' building a fortress.

(For now I believe they've solved this with two-stage fortresses -- a "Pre-Fortress" base and a "Fortress" base.)

Jacob Nevins <jtn>
Project Administrator


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  • -unavailable- added by bardo (Posted a comment)
  • -unavailable- added by jtn (Submitted the item)

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