URL: <http://gna.org/bugs/?21623>
Summary: techs lost due to tech upkeep Project: Freeciv Submitted by: bardo Submitted on: sáb 08 feb 2014 21:24:28 UTC Category: None Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: _______________________________________________________ Details: When tech upkeep and tech loss are enabled, it is possible to lose a random tech when the reserve of science bulbs are negative. However, the number of negative bulbs needed to cause the loss of a tech depends on the cost of the tech being researched, instead of the tech being lost. I see this design problematic because the lost tech could be much cheaper (for example 100 bulbs) than the negative bulbs (for example -500 bulbs). In this case it would be better to lose the tech and to re-research it, than to pay the tech upkeep (in the example, you waste 100 bulbs to recover a lost tech, while you save 500 bulbs for not paying the upkeep). I would suggest to handle the loss of techs in the same way than the loss of buildings: when the bulbs are negative, the value in bulbs of the lost tech (or a percentage choosen from 1 to 100%) is summed to the reserve of science. There could be a setting to choose this percentage (or set it to 50% like the sold buildings), but I think it should never be greater then 100%. I mean, a tech that cost 100 bulbs should never restore your reserve of bulbs from -500 to 0 as it happens now. More info in the forum: http://forum.freeciv.org/f/viewtopic.php?f=13&t=241 _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21623> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev