Follow-up Comment #4, bug #21623 (project freeciv): I have been testing this patch a bit with civ2civ3 rules (tech_cost_style = 2, tech_leakage = 1, tech_upkeep_style = "Cities") and it seems to work right: - I tested different values for techlossrestore (-1, 0, 50, 100) and the bulbs restored by lost techs were as expected. - With techlossrestore = 0, it is possible to lose all your techs and yet keep negative balance of bulbs, but the games seems to handle it without errors. - I observed a couple of AI games with techlossforgiveness = 0, and the AI seems to handle properly the tech upkeep. I did not notice any weird behavior due to enabled loss of techs.
I'm going to open another ticket to update the civ2civ3 rules with these options enabled by default (and a related rule fix). _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21623> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivemail@example.com https://mail.gna.org/listinfo/freeciv-dev