Follow-up Comment #1, bug #22089 (project freeciv): Would a simple multiplicative factor on top of the current calculation of the gold cost be sufficient? Or do you want to change the details of the calculation?
Could add a new effect "Production_Buy_Factor", which rulesets set to 100 (%) by default, and can be adjusted up or down if required. Since setting it to zero isn't meaningful, we can use that for the "prevent buy" feature (that fits quite well with existing code). Can specify what it applies to with reqs clauses like "Building", "Barracks", "Local" or "UnitType", "Settlers", "Local". _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?22089> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev