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Thread: (PR#17778) Global production




(PR#17778) Global production
user name
2006-06-09 23:47:19
<URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>

> To me our problem spawns from Civilization's
insistence of making cities like
> city-states. As the game progresses, the number of
cities rises exponentially
> and it gets increasingly bothersome to manage it all.

That's not particularly true anymore. For the majority of a
game, most
people have no more than about 10 or 11 cities. Besides
that, I also
happen to think that some bit of micromanagement is actually
fun,
although I agree that managing cities in the current gtk
client is a
pain. Along with per's proposal to do away with tile
management, I
think that moving as many common actions as possible out of
the city
dialog and into a context menu would do a lot to help reduce
micromanagement. This would solve one of the biggest
problems with
city micromanagement that I see: the obtrusiveness of the
city dialog.
It obscures your view of the map and leaves you vulnerable
and out of
the loop.




(PR#17778) Global production
user name
2006-06-10 10:55:33
<URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>

2006/6/10, Vasco Alexandre da Silva Costa wrote:
> e.g. Let's say you want to build a Cathedral on your
capital.
> You go to the global social production menu, select
Cathedral, then click
> on the capital in the main map.

> We could do the same thing for units.

> Note: Having this means we would not need caravans for
wonders anymore.

There is a point I'm missing in your proposal. How fast are
buildings
and units available? Does having a global pool means that if
it is
full enough they are available at the next turn? In the
current
Freeciv, it is already possible for an isolated tiny village
under
siege on a hostile continent to build one battleship each
turn. But
this is really costly (ten times the standard cost of a
battleship if
I'm not mistaken), as it should be. With your proposal it
seems like
this would suddenly become cheap.




(PR#17778) Global production
user name
2006-06-10 13:04:53
<URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>

On Sat, 10 Jun 2006, Guillaume Melquiond wrote:
> There is a point I'm missing in your proposal. How
fast are buildings
> and units available? Does having a global pool means
that if it is
> full enough they are available at the next turn? In the
current
> Freeciv, it is already possible for an isolated tiny
village under
> siege on a hostile continent to build one battleship
each turn. But
> this is really costly (ten times the standard cost of a
battleship if
> I'm not mistaken), as it should be. With your proposal
it seems like
> this would suddenly become cheap.

This is a good point. In games where they use such global
production 
pools, they also tend to separate production cost and
production time. So 
it may cost 160 to start production of a Stealth Bomber in
Smallville, but 
it will take a fixed 10 turns to complete.

Perhaps some buildings should reduce production time, if the
item is 
produced in that city, too.

   - Per




(PR#17778) Global production
user name
2006-06-11 14:59:16
<URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>

Curtis Warren wrote:
> <URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>
> 
>> To me our problem spawns from Civilization's
insistence of making cities like
>> city-states. As the game progresses, the number of
cities rises exponentially
>> and it gets increasingly bothersome to manage it
all.
> 
> That's not particularly true anymore. For the majority
of a game, most
> people have no more than about 10 or 11 cities. Besides
that, I also
> happen to think that some bit of micromanagement is
actually fun,
> although I agree that managing cities in the current
gtk client is a
> pain. Along with per's proposal to do away with tile
management, I
> think that moving as many common actions as possible
out of the city
> dialog and into a context menu would do a lot to help
reduce
> micromanagement. This would solve one of the biggest
problems with
> city micromanagement that I see: the obtrusiveness of
the city dialog.
> It obscures your view of the map and leaves you
vulnerable and out of
> the loop.

What do you mean by a context menu?

-jason




(PR#17778) Global production
user name
2006-06-11 15:25:17
<URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>

> Curtis Warren wrote:
> > <URL: 
http://bugs.freeciv.org/Ticket/Display.html?id=17778
>
> >
> >> To me our problem spawns from Civilization's
insistence of making cities like
> >> city-states. As the game progresses, the
number of cities rises exponentially
> >> and it gets increasingly bothersome to manage
it all.
> >
> > That's not particularly true anymore. For the
majority of a game, most
> > people have no more than about 10 or 11 cities.
Besides that, I also
> > happen to think that some bit of micromanagement
is actually fun,
> > although I agree that managing cities in the
current gtk client is a
> > pain. Along with per's proposal to do away with
tile management, I
> > think that moving as many common actions as
possible out of the city
> > dialog and into a context menu would do a lot to
help reduce
> > micromanagement. This would solve one of the
biggest problems with
> > city micromanagement that I see: the obtrusiveness
of the city dialog.
> > It obscures your view of the map and leaves you
vulnerable and out of
> > the loop.
>
> What do you mean by a context menu?
>
> -jason

A context menu as in a menu that pops up. My current idea is
to use
ctrl + left click to open context menus for things like
cities and
units, which might have things like sliders to control the
city's
specialists (assuming we get rid of tiles), production queue
management, etc for a city and orders for a unit. I'd also
like to see
the ability to buy or change production from the main map;
this could
be done fairly easily with the new city display by putting
an arrow
next to the current production and a button to buy.




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