[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-29 Thread Edgaras Šeputis
Follow-up Comment #7, bug #22089 (project freeciv):

I agree with resolution issue.

Proposed patch is also very nice and intersting.

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Jacob Nevins
Follow-up Comment #6, bug #22089 (project freeciv):

> Let such requirements system adjust shield costs.
Perhaps sir would be interested in the modest proposal recently posted in
ticket patch #4722?

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Marko Lindqvist
Follow-up Comment #5, bug #22089 (project freeciv):

In fact name "_factor" is out of question unless we really want resolution of
1 (100%). Standard naming would be "_pct" if value 100 means 100%.

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Edgaras Šeputis
Follow-up Comment #4, bug #22089 (project freeciv):

Well I think factor is more sensible, as makes it easier and more logical to
reduce costs. As negative bonus just does not sound right.

After this last comment I'm reconsidering the need of having req stack and per
condition adjustability to buy cost. I see buy as mostly not positive thing,
as it is highly unrealistic and also has significant effects on balance (but I
also see it as a kinda necessary evil for Civ games). And the described
framework would better go to unit/building cost - in shields/production. I
think I have talked about need for that on irc. Let such requirements system
adjust shield costs. So for example allowing cities with barracks produce
military units 10% faster or some such. This is much more interesting and
useful than such special bonuses to auxiliary thing like buying. And it would
still affect buying cost! :)

Of course rulesets still need ability to set global shield cost in gold when
buying. So that you could maybe have rulesets that strongly discourage it, or
maybe contrary - encourage it/make it very visible mechanic (not that it isn't
already, but early amounts of gold do not allow for much buying).

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Marko Lindqvist
Follow-up Comment #3, bug #22089 (project freeciv):

- Probably needs two effects, one when buying buildings, and one for buying
units, for easier handling of range "Local" requirements. At least I assume
that range "Local" would mean buy target itself, while range "City" would
check existing buildings from the city.

- There's always question should such an effect be "_factor" or "_bonus",
difference being that without any effects defined "_bonus" gets sensible
default (value 0 -> 100% cost), whereas "_factor" requires all the rulesets to
define the base effect value.

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Edgaras Šeputis
Follow-up Comment #2, bug #22089 (project freeciv):

Yeah I would guess that would be fully sufficient.

I was mainly thinking about ways to make buying (much) less viable. Increasing
buy cost and then having some 1 or 0 shield improvement with very high upkeep
for production boost (think work camp or something like that), would mean that
you are much less able to do last turn buys while still retaining similar
overall productivity.

As for reques I support adding them wherever possible :) As they give so much
flexibility while using generally quite simple structure/idea.

Prevent buy option is also nice. Though one observation: it seems rushing
wonder with caravan counts as buy, as game does not let you change production
on the same turn with such message (inability to chanbe production after
caravan has mostly clear reasoning). But ,I think, this "prevent buy" should
be made to not interfere with caravans ability.

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-26 Thread Jacob Nevins
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".

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[Freeciv-Dev] [bug #22089] Adjustable buy cost

2014-05-25 Thread Edgaras Šeputis
URL:
  

 Summary: Adjustable buy cost
 Project: Freeciv
Submitted by: morphles
Submitted on: Sun 25 May 2014 08:27:45 PM UTC
Category: general
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: Any
 Planned Release: 

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Details:

It would be good to give rulesets ability to adjust shield cost when buying
items. And maybe even disabling buing altogether.




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