patchFreeciv - Patches: patch #7702, Pop_cost units' nationality...

 
 
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patch #7702: Pop_cost units' nationality derived from citizens of the city that built it

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Sun Sep 18 09:04:30 2016  
 
Category: NonePriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Sun Sep 18 09:04:30 2016, original submission:

Patch #3625 added unit nationality distinct from owner, and patch #3635 made it so that foreign pop_cost units add foreign citizens to your city. I think this only makes a difference in rulesets with unit capturing.

Currently, when you build a new pop_cost unit, reducing city size or disbanding a city, it has the nationality of the builder, regardless of the city's citizens. city_reduce_size() prefers to pick foreign citizens, so the net effect is that any foreign citizens turn into domestic units and hence domestic citizens. This could be used to circumvent some nationality-related game rules, such as whether partisans are generated.

This could be changed to preserve citizenship. The obvious question is how to pick the nationality of the unit, where there's a choice. This could be put under ruleset control with a "UnitCitizenScore" effect -- by default all nationalities score equal with a random tiebreaker, modifiable with DiplRel and similar effects.

Units with pop_cost>1 will need special consideration, since they can't have more than one nationality. In extremis there will have to be some conversion. Not sure if we should prefer to modify the scoring (avoid single citizens if pop_cost=2) or convert. Could perhaps make it depend on whether citizen.convert_speed > 0.

Jacob Nevins <jtn>
Project Administrator

 

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