URL: <http://gna.org/bugs/?25435>
Summary: When evaluate tech upkeep, Future Tech cost is heavier than its research cost. Project: Freeciv Submitted by: cazfi Submitted on: Thu 12 Jan 2017 10:45:10 PM EET Category: general Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.5.6 Discussion Lock: Any Operating System: None Planned Release: Contains string changes: None _______________________________________________________ Details: From http://freeciv.wikia.com/wiki/Forum:Some_tiny_issues (4): (common\tech.c player_tech_upkeep) current: (base_tech_cost) * (f * (2 * t + f + 1) + 2 * t) / 2 I think: (base_tech_cost) * (f * (2 * t - f - 1)) / 2 f is number of discovered Future Tech, t is number of discovered tech (include "None" and Future Tech). Also, total_research_factor is current: EFT_TECH_COST_FACTOR + (2.5 for novice AI, 1 for other) I think: EFT_TECH_COST_FACTOR * (2.5 for novice AI, 1 for other) and later tech_upkeep /= members is not needed. memo: Future Tech cost is number of discovered tech * (base_tech_cost) * EFT_TECH_COST_FACTOR e.g. in civ2civ3, Future Tech 1 costs 20 * 88(87 techs + "None") * 3(effects.ruleset Tech_Cost_Factor) = 5280 bulbs needed. Future Tech 2 costs 20 * 89(87 techs + "None" + 1 future tech) * 3(effects.ruleset Tech_Cost_Factor) = 5340 bulbs needed. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?25435> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev