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Implement enough of the city screen to show and modify tile assignments #541
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This was referenced Feb 9, 2025
TomWerner
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Feb 9, 2025
This currently only allows moving the "worst" citizen as well as resetting tile assignments by clicking on the city center, but it's a good start. Implementing entertainers (which is necessary to support fancier moves) will be a separate PR. #541
TomWerner
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Feb 9, 2025
This currently only allows moving the "worst" citizen as well as resetting tile assignments by clicking on the city center, but it's a good start. Implementing entertainers (which is necessary to support fancier moves) will be a separate PR. #541
TomWerner
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Feb 10, 2025
This simplifies some expressions and will allow chaining calls to NeighborCoordinate in a following PR. #541
TomWerner
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Feb 10, 2025
This simplifies some expressions and will allow chaining calls to NeighborCoordinate in a following PR. #541
TomWerner
added a commit
that referenced
this issue
Feb 10, 2025
This simplifies some expressions and will allow chaining calls to NeighborCoordinate in a following PR. #541
TomWerner
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Feb 10, 2025
This doesn't yet handle resistors or specialists, and doesn't handle scenarios. The "spiral" logic was tested by creating a bunch of sav files with one city and one population, and then positioning that citizen in each of the spots. I then printed the tile worked variable in the `SaveTest` for each of them to confirm the ordering. #541
TomWerner
added a commit
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Feb 10, 2025
This doesn't yet handle resistors or specialists, and doesn't handle scenarios. The "spiral" logic was tested by creating a bunch of sav files with one city and one population, and then positioning that citizen in each of the spots. I then printed the tile worked variable in the `SaveTest` for each of them to confirm the ordering. #541
TomWerner
added a commit
that referenced
this issue
Feb 10, 2025
This doesn't yet handle resistors or specialists, and doesn't handle scenarios. The "spiral" logic was tested by creating a bunch of sav files with one city and one population, and then positioning that citizen in each of the spots. I then printed the tile worked variable in the `SaveTest` for each of them to confirm the ordering. #541
TomWerner
added a commit
that referenced
this issue
Feb 10, 2025
This doesn't yet handle resistors or specialists, and doesn't handle scenarios. The "spiral" logic was tested by creating a bunch of sav files with one city and one population, and then positioning that citizen in each of the spots. I then printed the tile worked variable in the `SaveTest` for each of them to confirm the ordering. #541
TomWerner
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Feb 10, 2025
This allows us to know about things like entertainers, tax collectors, etc. While here I noticed that one of the tests wasn't actually doing anything, so I fixed the path issue and added an assertion to catch similar issues in the future. #541
TomWerner
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Feb 10, 2025
This allows us to know about things like entertainers, tax collectors, etc. While here I noticed that one of the tests wasn't actually doing anything, so I fixed the path issue and added an assertion to catch similar issues in the future. #541
TomWerner
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Feb 11, 2025
This allows us to know about things like entertainers, tax collectors, etc. While here I noticed that one of the tests wasn't actually doing anything, so I fixed the path issue and added an assertion to catch similar issues in the future. #541
TomWerner
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Feb 12, 2025
This doesn't yet handle citizen moods (everyone is rendered as content), doesn't handle citizen gender, and doesn't handle the "region" of the civ. But it does allow us to see specialists, which will be important for tile assignment - we need to be able to turn a citizen into an entertainer to support some types of tile reassignment. #541
TomWerner
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Feb 12, 2025
This doesn't yet handle citizen moods (everyone is rendered as content), doesn't handle citizen gender, and doesn't handle the "region" of the civ. But it does allow us to see specialists, which will be important for tile assignment - we need to be able to turn a citizen into an entertainer to support some types of tile reassignment. #541
TomWerner
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Feb 12, 2025
This doesn't yet implement the benefits of specialists, but it does allow us to force certain tiles to not be worked. This is important when passing tiles between cities, for example. #541
TomWerner
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Feb 12, 2025
Unlike with `.SAV` files, scenarios don't specify the tile assignments for each of the citizens in cities. To handle this we backfill them using the tile assignment AI. This is slightly complicated by fact that the `C7Engine` code can't depend directly on the AI logic, so we have to do some dependency injection via an `Action`. #541
TomWerner
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Feb 13, 2025
Unlike with `.SAV` files, scenarios don't specify the tile assignments for each of the citizens in cities. To handle this we backfill them using the tile assignment AI. This is slightly complicated by fact that the `C7Engine` code can't depend directly on the AI logic, so we have to do some dependency injection via an `Action`. #541
TomWerner
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Feb 13, 2025
This doesn't yet handle per-turn culture (we'll need building for that) but it should allow us to determine the proper border expansion levels in a following PR, as well as improve the tile assignment logic to restrict things to the BFC. #541
TomWerner
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Feb 13, 2025
This doesn't yet handle per-turn culture (we'll need building for that) but it should allow us to determine the proper border expansion levels in a following PR, as well as improve the tile assignment logic to restrict things to the BFC. #541
TomWerner
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Feb 15, 2025
This currently only allows moving the "worst" citizen as well as resetting tile assignments by clicking on the city center, but it's a good start. Implementing entertainers (which is necessary to support fancier moves) will be a separate PR. #541
TomWerner
added a commit
that referenced
this issue
Feb 15, 2025
This simplifies some expressions and will allow chaining calls to NeighborCoordinate in a following PR. #541
TomWerner
added a commit
that referenced
this issue
Feb 15, 2025
This doesn't yet handle resistors or specialists, and doesn't handle scenarios. The "spiral" logic was tested by creating a bunch of sav files with one city and one population, and then positioning that citizen in each of the spots. I then printed the tile worked variable in the `SaveTest` for each of them to confirm the ordering. #541
TomWerner
added a commit
that referenced
this issue
Feb 15, 2025
This allows us to know about things like entertainers, tax collectors, etc. While here I noticed that one of the tests wasn't actually doing anything, so I fixed the path issue and added an assertion to catch similar issues in the future. #541
TomWerner
added a commit
that referenced
this issue
Feb 15, 2025
This doesn't yet handle citizen moods (everyone is rendered as content), doesn't handle citizen gender, and doesn't handle the "region" of the civ. But it does allow us to see specialists, which will be important for tile assignment - we need to be able to turn a citizen into an entertainer to support some types of tile reassignment. #541
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
TomWerner
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Feb 16, 2025
This is primarily based on the english translation of this german wiki: https://wiki.civforum.de/wiki/Stadtfeldertrag_(Civ3) #541
TomWerner
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Feb 16, 2025
This is primarily based on the english translation of this german wiki: https://wiki.civforum.de/wiki/Stadtfeldertrag_(Civ3) #541
TomWerner
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Feb 17, 2025
This is primarily based on the english translation of this german wiki: https://wiki.civforum.de/wiki/Stadtfeldertrag_(Civ3) #541
TomWerner
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Feb 17, 2025
We can now see the result of moving citizens around. #541
TomWerner
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Feb 18, 2025
We can now see the result of moving citizens around. #541
TomWerner
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Feb 18, 2025
We can now see the result of moving citizens around. #541
TomWerner
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Feb 19, 2025
This doesn't yet implement the benefits of specialists, but it does allow us to force certain tiles to not be worked. This is important when passing tiles between cities, for example. #541
TomWerner
added a commit
that referenced
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Feb 19, 2025
Unlike with `.SAV` files, scenarios don't specify the tile assignments for each of the citizens in cities. To handle this we backfill them using the tile assignment AI. This is slightly complicated by fact that the `C7Engine` code can't depend directly on the AI logic, so we have to do some dependency injection via an `Action`. #541
TomWerner
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that referenced
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Feb 20, 2025
This doesn't yet handle per-turn culture (we'll need building for that) but it should allow us to determine the proper border expansion levels in a following PR, as well as improve the tile assignment logic to restrict things to the BFC. #541
TomWerner
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Feb 22, 2025
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This is a pretty core part of the early game, where making worker improvements and assigning citizens to those worked tiles is key to maximizing production.
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