[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-10-11 Thread Jacob Nevins
Update of bug #22158 (project freeciv):

 Planned Release:   2.6.0 =


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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-08-02 Thread Jacob Nevins
Update of bug #22158 (project freeciv):

  Status:None = Duplicate  
 Open/Closed:Open = Closed 
 Planned Release: = 2.6.0  

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Follow-up Comment #3:

 Depending on how bug #22058 turns out, no further code change 
 may be necessary to get the behaviour we want.
I think the result of bug #22058 is OK, so closing this.

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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-06-18 Thread Jacob Nevins
Update of bug #22158 (project freeciv):

  Depends on: = bugs #22058


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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-06-18 Thread Jacob Nevins
Follow-up Comment #2, bug #22158 (project freeciv):

 The way I see it, I think the upkeep should take into acount 
 all the cities from all the players on the same team, as you 
 point.
Thanks for the ruling.

 If the tech upkeep is shared and paid only once per team [...]
There's the rub.

Looking at the code, I think currently you get a random team member's cities
multiplied by the number of team members(!) -- see bug #22058.

Making the obvious change to tech_upkeep_calc() would make upkeep the number
of cities in the team * the number of team members, which is too much
(penalises big teams).

Depending on how bug #22058 turns out, no further code change may be necessary
to get the behaviour we want.

In the meantime, I fear we have to declare the combination of
team_pooled_research and tech_upkeep irretrievably broken, and just remember
that this is the behaviour we want from tech_upkeep_style Cities when we get
round to fixing it.
(Since team_pooled_research is enabled by default, that means civ2civ3 team
games will not do the right thing. And we keep finding other bugs when
team_pooled_research is _disabled_.)

Accordingly, dumping this on the player research metaticket for now.

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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-06-13 Thread David Fernandez
Follow-up Comment #1, bug #22158 (project freeciv):

The way I see it, I think the upkeep should take into acount all the cities
from all the players on the same team, as you point.

The original idea of this new style was to redefine the tech upkeep as the
bulbs needed per city.
When the tech upkeep is 10, one player should pay 10 bulbs per city, and 4
players in same team should also pay 10 bulbs per city.

If the tech upkeep is shared and paid only once per team, I think it should
take into account all the cities owned by the team.

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[Freeciv-Dev] [bug #22158] tech_upkeep_style 'Cities' vs team_pooled_research

2014-06-07 Thread Jacob Nevins
URL:
  http://gna.org/bugs/?22158

 Summary: tech_upkeep_style 'Cities' vs team_pooled_research
 Project: Freeciv
Submitted by: jtn
Submitted on: Sun 08 Jun 2014 01:30:06 BST
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: 

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Details:

The new tech_upkeep_style added in bug #19589 makes upkeep proportional to the
players' city count.

In the case of a team with team_pooled_research enabled, should it be
proportional to the total number of cities across all players on the team?
Their science output is likely to be proportional to that.

(Bug #22058 suggests that the two might be effectively incompatible at the
moment anyway.)




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