Update of bug #21623 (project freeciv):
Status: None => Ready For Test
Follow-up Comment #2:
Untested patch to add server setting 'techlossrestore' that is percentage of
the lost tech research cost that gets restored. Special value -1 means
restoring to 0.
I think I got it right, though things are a bit complicated by things like
tech leakage (when player is about to lose tech he knows, one more player
knows the tech than when player is about to learn it) and tech cost styles
where number of known techs matter.
(file #20001, file #20002)
Additional Item Attachment:
File name: TechLossRestore.patch Size:8 KB
File name: TechLossRestore-S2_5.patch Size:8 KB
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