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Canceling orders on settlers in the 1st turn should have no pentalties

Open axx0 opened this issue 9 years ago • 4 comments

If on the same turn you issued orders on a settler (to built something) you also cancel this order, the settler should be able to move and be given new orders normally, without penalties. Currently you have to wait for the next turn to issue new orders.

EDIT: Not entirely true. You can do this 4 times when ordering irrigation on plains, but no more, the settler just freezes after this, because the irrigation gets built. Similarly you can do this for 2 turns when building a road. The road gets built in just 1 turn instead of 2! This is a bug in original CIV1.

axx0 avatar Sep 24 '16 10:09 axx0

Okay, I will play with this in the original game in order to find out how it works exactly. Thanks!

Solen1985 avatar Sep 24 '16 14:09 Solen1985

Basically when you issue R order to a settler (on a grassland) it immediately builds 50% of the road. If you then cancel the order and press R again, it will build an additional 50%, which means that the road is built in the very first turn!

If you want to exactly replicate the original CIV1, implement what I wrote above.

How it should be done - when canceling order on a settler, the 50% read build should be erased. This means that you cannot spam build orders in order to build road/irrigation/etc. on the first turn.

axx0 avatar Sep 24 '16 17:09 axx0

I will implement this in the same way that the original game works. Fixes/Patches that disable these exploits will be implemented later and can optionally be turned on/off.

Solen1985 avatar Mar 01 '17 14:03 Solen1985

Moving back to alpha.2.

Solen1985 avatar Mar 23 '18 06:03 Solen1985