#46055: Cyclic improvement obsoletion Open Date: 2022-11-09 20:43 Last Update: 2023-11-10 08:05 URL for this Ticket: https://osdn.net//projects/freeciv/ticket/46055 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=46055 --------------------------------------------------------------------- Last Changes/Comment on this Ticket: 2023-11-10 08:05 Updated by: cazfi * Milestone Update from 3.0.9 to 3.0.10 --------------------------------------------------------------------- Ticket Status: Reporter: ihnatus Owner: (None) Type: Bugs Status: Open Priority: 5 - Medium MileStone: 3.0.10 Component: General Severity: 5 - Medium Resolution: None --------------------------------------------------------------------- Ticket details: With a bit of sophisticated fantasy, you can create a ruleset where not only several buildings obsolete each other (that's normal - e.g. small wonders represent mutually excepting specialities of a civilization), but at some point two improvements obsoleting each other may appear together that will turn the requirement calculator cycled (e.g.: wonder A is obsoleted by technology X and wonder B at Player range, so is wonder B by Y and A; Player 1 (knowing Y but not X) built A, Player 2 (knowing X but not Y) built B, then one of them forgets all technologies and conquers another one's wonder city). It would be probably too complicated to catch such situations on ruleset load, we should have a method of tie breaking. -- Ticket information of Freeciv project Freeciv Project is hosted on OSDN Project URL: https://osdn.net/projects/freeciv/ OSDN: https://osdn.net URL for this Ticket: https://osdn.net/projects/freeciv/ticket/46055 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=46055