[Freeciv-Dev] [patch #4470] Target-specific city production boost effect
Update of patch #4470 (project freeciv): Status:None = Duplicate Open/Closed:Open = Closed ___ Follow-up Comment #4: Patch #4722 is a more developed version of this idea, so closing this one in favour of that one. ___ Reply to this item at: http://gna.org/patch/?4470 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4470] Target-specific city production boost effect
Follow-up Comment #3, patch #4470 (project freeciv): for restricting units by resources, also see patch #1339 ___ Reply to this item at: http://gna.org/patch/?4470 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4470] Target-specific city production boost effect
URL: http://gna.org/patch/?4470 Summary: Target-specific city production boost effect Project: Freeciv Submitted by: jtn Submitted on: Sun Feb 2 11:43:51 2014 Category: None Priority: 5 - Normal Status: None Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: ___ Details: Idea that came out of a conversation on IRC: Having actual build cost of units and cities vary depending on effects would I think be hard, but it could be simulated by having an effect that multiplies up production when a city is building a specific thing. So, for example, in civ2civ3 Aqueducts cost 60 without lake/river, 20 with (among other differences). With this effect, we'd set a base cost of 60 and do something like: [effect_aqueduct_production_river] type = Production_Boost value = 3 reqs = { type, name, range Improvement, Aqueduct, Local Extra, River, Adjacent } Building still costs 60 shields, but if you have a production surplus of 1/turn it only takes 20 turns because that turns into 3 shields/turn progress. (This is just an example, and isn't sufficient to get rid of the requirement for multiple buildings in real civ2civ3, although it's a step on the way.) Compared to changing the actual cost this has the advantage that it's clear what happens if the requirement goes away partway through building. Things that need thinking about include at least: * buy cost (unchanged, I think, as if you discount it based on current presence of requirement, you can get a big discount if you only have that requirement briefly) * unit bribe cost (unchanged, I think) * building sell price (simplest would be unchanged, but can this be exploited? * contribution of caravans to boosted wonders (undiscounted, I assume) Anything else? Also, we may want this expressed as a percentage rather than integer multiplier to allow more modest bonuses (build Granary 25% faster kind of thing). However, that raises the question of how to deal with fractional production points (if a city only has 1/turn surplus, the naive implementation loses all of a 25% bonus). So that might want to wait until a future enhancement. ___ Reply to this item at: http://gna.org/patch/?4470 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #4470] Target-specific city production boost effect
Follow-up Comment #1, patch #4470 (project freeciv): For buy cost there could be another effect, something like: [effect_aqueduct_production_river] type = Buy_Discount_Pct value = +50 reqs = { type, name, range Improvement, Aqueduct, Local Extra, River, Adjacent } Would allow variation of by costs independent of production boost, though it's aditional effect but that gives some flexibility. I see no reason why this should affect bribe/incite costs in any way. For sell price depending on conditions (which is up to the ruleset) there could probably be exploitable situations. Though I think that previously mentioned Buy discount could be applied inverted to give less money for improvements built this way; though realistically I we can't assume that conditions upon selling have not changed and thus various peculiar and exploitable situations can arise (and trucking such things seems highly impractical). Also from realistic perspective it seems that what would matter for properties value would be it's functionality not how cheap it was to build (i.e. if someone screws up contract and overruns costs building something it does not really make end result any more valuable). As for caravans I would think that discount should apply, if help arives to the work site, and it is more suited for said work its only natural that help would be able to do more job with same resources. (think building haging gardens in a middle of a desert and in a middle of a jungle). As for fractional boost, it's a good idea and I see no problem of loosing that production in such cases. It is already the case for worked tiles. I.e. rail gives 50% prod bonus, and some (or all if normal output is 1) of it is lost for production output in uneven numbers. Also, if caravan/disband output is boosed even in such normaly lost cases it can be usefull, as you could gain some advantage that way. ___ Reply to this item at: http://gna.org/patch/?4470 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev