Ideally, the game would maintain a census for each province, representing counts of peasants, creatures that died there during play, and creatures that died long before the game started, sorted by race. It's never been clear to me who exactly is supposed to live in a province--does Caelum's home province contain 30,000 birdmen, while a province one step away contains 10,000 humans? Once Caelum conquers the human province, does that province start to fill with birdmen? The developers would have to make a decision here, in order to let the program maintain its census. But they could do that without too much trouble, and actually adding the feature wouldn't be a huge effort, assuming the program is well-factored to start with.
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Originally Posted by thejeff
Just accept it and move on.
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Yes, yes, I gather that this program isn't so well-factored as assumed above; also, according to my understanding, the developers are few and busy, and there are lots of other bugs. So what I am saying is that I want to have this listed as a bug... and THEN accept it and move on.
Our talk of Caelum and Abysia and major new program systems glosses over the fact that the worst aspect of this problem could be fixed much more easily than the entire problem could be. Here's the worst aspect, as I see it: Raising dead underwater produces mostly humans. It's conceivable that all they'd have to do to fix that is add one little clause that checks whether the caster's province is underwater, and if it is, produce mostly Atlantians or some new kind of undead mermen or something.
It's also conceivable that, due to duplication in the existing code, even this fix would be rather difficult. But that's for somebody who knows the code to decide. I'm just here to talk about bugs!
...Oh and blood slaves are humans, yes--that bothers me too, but it's a separate issue.
