Re: RFE: corruption should depend on the effective distance to the capital
Fishpark <fishpark77-/[email protected]> Sun, 11 Jun 2006 19:24:56 +0100 (BST)
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
Isn't that rather trivial? store a distance_to_capital number per world tile, and recompute that whenever a road is built. When calculating the actual corruption, multiply by a factor that takes into account technology and wonders. Would corruption be determined per tile, or for the city as a whole, using either an average or min/max approach? Peter Schaefer <[email protected]> wrote: Yes, possibly, corruption might depend on the effective distance. However, how would you write the rules for this such that it is not necessary for the CPU to rebuild an entire city distance anytime a new road is built? And the telegraph and telephone would reduce effective distance as well. (waste is not displayed in some clients, unfortunately) On 6/11/06, Sam Steingold wrote: > "Under most forms of government, the farther away from the capital a > city is, the more trade will be lost to corruption" > > This should be the _effective_ distance, not just the geographical > distance, i.e., better roads, airports and Magellan's expedition (for > islands) should reduce corruption. > > PS. same about waste, although I do not see any of it. > > -- > Sam Steingold (http://www.podval.org/~sds) on Fedora Core release 5 (Bordeaux) > http://truepeace.org http://mideasttruth.com http://camera.org > http://palestinefacts.org http://iris.org.il http://dhimmi.com > If you try to fail, and succeed, which have you done? > > > > Send instant messages to your online friends http://uk.messenger.yahoo.com