Re: siege
Peter Schaefer <[email protected]> Tue, 9 Aug 2005 23:42:28 +0200
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Well, that algorithm is too easy for my taste, a good algorithm should somehow require factoring a 2048-digit two-factor number to find out whether the tile is besieged On 8/9/05, Sam Steingold <sds-mXXj517/[email protected]> wrote: > > * Sam Steingold <fqf-zKKw517/[email protected]> [2005-08-07 13:33:01= -0400]: > > > > Placing an enemy city under siege should be easier: > > a city should not be able to work a square that is reachable by an enem= y > > unit in 1 turn. > > this means that entering the area around the city so as to be able to > > displace another player's city work should require a declaration of war= . > > alternatively, displacing worked squares requires declaration of war. > > (squares covered by friendly units can be worked) >=20 > for each tile and player, define "tile availability" to be a number from > 0 to 1, and use it to determine the actual benefit derived from working > the tile by multiplying it by the nominal benefit (food, trade &c) and > rounding appropriately. >=20 > tile availability is defined as follows: >=20 > 1. if there is an enemy[*] unit on the tile, tile availability is 0. >=20 > 2. if there is no enemy units on the tile, tile availability is defined > to be the probability that the player will win an all-out war for the > tile. > specifically, > ....