Learning by Doing Exp in Tooltip?

2 slots should be enough.
I was actually considering using std::list or std::vector. That way we have no upper limit (well not a realistic reachable upper limit) an it should store pairs of ProfessionTypes, int iTurns. In most cases the list will contain 0 or 1 elements, but it will still work if somebody has a need for 2 or 3.
 
... but it will still work if somebody has a need for 2 or 3.
But it will be less performant, more difficult to visualze and reduce the need of "strategic choices". :sad:

That way we have no upper limit
But that is exactly what I want. :dunno:

Evey limit also requires "strategic choices" and that is good for gameplay.
They are the core of every strategy game ...

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This here will already solve the issue you talked about or am i missing something?
"Fisher being pushed to another worker slot due to disruption from Wild Animals / Pirates."
LbD will:
  • Store "Previous Profession" and "Counter of Previous Profession" (a longer List should not be needed.)
  • When the Unit works in another Profession "Counter of Previous Profession" is decreased every turn by 1.
  • When a Unit changes back to "Previous Profession" then "Counter of Previous Profession" is reset.
  • "Previous Profession" and "Counter of Previous Profession" will also be visualized in Citizen Help

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So should I implement it or not? :dunno:
(It is not that difficult to do and also easy to visualize.)
 
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I might still accept 2 LbD counters. :thumbsup:
(And always the highest is displayed / used.)

That should already be enough to prevent "Fishers being pushed out by Privateers" issue.
That is perfectly fine with me. The most usual occurence is covered and thus the major annoyance is gone.

Although I have to admit that I like my earlier thought to give Free Colonists and Indentured Servants and even slaves some random prior knowledge. Especially Indentured Servants are at the moment just a less effective Free Colonist. There is no gameplay mechanic for them which they historically deserve. Hidden prior knowledge might go a long way spicing them up.
 
Especially Indentured Servants ...

For those you can switch as often as you want. ;)
They need to become free first anyways.

LbD Free does not care about Profession changes. (It just sums up turns worked - without caring about the Profession.)
Only LbD Expert cares about Profession changes. (It currently resetst the Expert counter when you switch.)

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Guys, each of the currently 4 algorithms in LbD works differently.
LbD Free and LbD Expert are not the same.

"LbD" is actually a small framework that conrtains these 4 features.
  • LbD Expert (normal Colonists, Converted Natives, Freed Slaves, Prepared Settler, Emigrant, Failed Missionary)
  • LbD Free (Indentured Servants, Native Slaves, Slaves, Criminals)
  • LbD Escape (Indentured Servants, Native Slaves, Slaves, Criminals)
  • LbD Revolt (INative Slaves, Slaves, Criminals)
Summary:

You can switch around "Servants" / "Slaves" as much as you want.
It does not make any difference for them to get free.

That is perfectly fine with me.
Ok, the I will implement it. :thumbsup:
 
So ok, this here is implemented now. :)

LbD can now save 2 Professions and switching between those will not reset counters.
Thus a Fisher being pushed out of his Fishing Plot can be set back without losing his progress.

LbD will:
  • Store "Previous Profession" and "Counter of Previous Profession" (a longer List should not be needed.)
  • When a Unit changes back to "Previous Profession" then "Counter of Previous Profession" is reset.
  • If you change a 3rd (new) Profession the "Previous Profession" will be pushed out of the List.
  • "Previous Profession" and "Counter of Previous Profession" will also be visualized in Citizen Help and Unit Help

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