{"action":"created","issue":{"url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/37","labels_url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/37/labels{/name}","comments_url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/37/comments","events_url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/37/events","html_url":"https://github.com/the3dfxdude/7kaa/pull/37","id":57873862,"number":37,"title":"Independent town creation","user":{"login":"MicroVirus","id":5902322,"avatar_url":"https://avatars.githubusercontent.com/u/5902322?v=3","gravatar_id":"","url":"https://api.github.com/users/MicroVirus","html_url":"https://github.com/MicroVirus","followers_url":"https://api.github.com/users/MicroVirus/followers","following_url":"https://api.github.com/users/MicroVirus/following{/other_user}","gists_url":"https://api.github.com/users/MicroVirus/gists{/gist_id}","starred_url":"https://api.github.com/users/MicroVirus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/MicroVirus/subscriptions","organizations_url":"https://api.github.com/users/MicroVirus/orgs","repos_url":"https://api.github.com/users/MicroVirus/repos","events_url":"https://api.github.com/users/MicroVirus/events{/privacy}","received_events_url":"https://api.github.com/users/MicroVirus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":9,"created_at":"2015-02-17T01:50:05Z","updated_at":"2015-03-03T19:49:34Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/the3dfxdude/7kaa/pulls/37","html_url":"https://github.com/the3dfxdude/7kaa/pull/37","diff_url":"https://github.com/the3dfxdude/7kaa/pull/37.diff","patch_url":"https://github.com/the3dfxdude/7kaa/pull/37.patch"},"body":"The first patch fixes #36 where independent towns spawn regardless of the configuration option.\r\n\r\nThe second patch is optional and up for debate. Rather than using a fixed value of max. 10 independent villages, it now uses the number given by the start amount. This will be less for Few (7), and more for More (15) and Many (30), where for many this is a huge increase.\r\nOne the one hand, it is more intuitive that the number of villages setting is indicative for the entire game. On the other hand, the game might be better balanced for the amount of 10."},"comment":{"url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/comments/77020284","html_url":"https://github.com/the3dfxdude/7kaa/pull/37#issuecomment-77020284","issue_url":"https://api.github.com/repos/the3dfxdude/7kaa/issues/37","id":77020284,"user":{"login":"MicroVirus","id":5902322,"avatar_url":"https://avatars.githubusercontent.com/u/5902322?v=3","gravatar_id":"","url":"https://api.github.com/users/MicroVirus","html_url":"https://github.com/MicroVirus","followers_url":"https://api.github.com/users/MicroVirus/followers","following_url":"https://api.github.com/users/MicroVirus/following{/other_user}","gists_url":"https://api.github.com/users/MicroVirus/gists{/gist_id}","starred_url":"https://api.github.com/users/MicroVirus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/MicroVirus/subscriptions","organizations_url":"https://api.github.com/users/MicroVirus/orgs","repos_url":"https://api.github.com/users/MicroVirus/repos","events_url":"https://api.github.com/users/MicroVirus/events{/privacy}","received_events_url":"https://api.github.com/users/MicroVirus/received_events","type":"User","site_admin":false},"created_at":"2015-03-03T19:49:34Z","updated_at":"2015-03-03T19:49:34Z","body":"The game has the option for turning New Independent Villages on and off. Obviously, when turned off the population growth is much more restricted and will create a different gameplay experience. However, this is exactly what was meant and desired by the user when turning this option off. Therefore, this option should be supported and work properly, both when turned on and off.\r\n\r\nI've looked through all the rebel code and none of it will break if there are currently no towns to assign to; there are always alternatives present.\r\nThis is as expected (that it doesn't break), because the population cap of 1000 is easily reached and most of us have played countless games without independent towns for a many number of in-game years -- in effect, it has been highly play-tested over the years.\r\n\r\nIf I understand you correctly, the question you have right now is: \"Will disallowing villages to spawn altogether cause extra problems?\".\r\nWhat we know is that late-game, regardless of settings, we always have an absence of independent towns. So with this option on or off things will be the same. Therefore, not allowing this option will not fix anything: any issues that are present will need to be addressed separately.\r\nWhat I conclude from this is that the independent towns do not function as a clean-up. They are usable as an option, but alternatives exist for rebels and independent units.\r\n\r\nI have not seen a single issue with the code where it assumes that an independent village, or even the space for such, exists. The code always assumes the worst can happen, in this regard.\r\n\r\n\r\n\r\n"}}