This patch allows players to build fields in own or neutral territory (though not in allied or enemy territory), which can be quite helpful when space is limited, e.g. on densely forrested maps in village phase.
Fields are unlike other structures, and workers can already gather from fields in neutral territory (and even from fields in enemy territory), therefore it wouldn't hurt to make them buildable in neutral territory.
See also D2507, D2534.
Details
- Reviewers
- None
- Group Reviewers
Balancing
Agree this is an improvement.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Branch
- /ps/trunk
- Lint
Lint OK - Unit
No Unit Test Coverage - Build Status
Buildable 10484 Build 17971: Vulcan Build Jenkins Build 17970: Vulcan Build (Windows) Jenkins Build 17969: arc lint + arc unit
Event Timeline
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/874/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1390/display/redirect
can be quite helpful when space is limited, e.g. on densely forrested maps in village phase.
If there is too few space to build 3 farmsteads in village phase how is it not a map bug or a gamesetting choice with a too small mapsize being the problem?
Seems wrong to build a field in neutral territory if one can't place a dropsite in neutral territory (and being only able to build buildings inside ones territory is the purpose of territories).
It gives the chance for a player who lost his city, to be able to rebuild his economy. I have no idea if this is good or bad.
@Feldfeld @ValihrAnt ?