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Re: [freeciv-dev] Erroneous monetary calculations?
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To: freeciv-dev <freeciv-dev@xxxxxxxxxxx>
Subject: Re: [freeciv-dev] Erroneous monetary calculations?
From: Greg Wooledge <wooledge@xxxxxxxxxxx>
Date: Sun, 13 Jun 1999 12:18:03 -0400

Bobby D. Bryant (bdbryant@xxxxxxxxxxxxxxx) wrote:

> I'm wondering whether the bonuses for Bank, Marketplace, etc., are being
> applied correctly.  It looks like the algorithim does something like
> this:
> 
>     sum income from city and trade
>     deduct corruption
>     split remnant into tax/luxuries/research
>     apply bonuses to tax only

Marketplaces, Banks and Stock Exchanges give their bonuses to tax and
luxury, but not science.  This is correct for Civ1/Civ2.

> I would have expected it to go like this:
> 
>     sum income from city and trade
>     apply bonuses to the sum
>     deduct corruption
>     split remnant into tax/luxuries/research

But then a Marketplace would increase all of tax, luxury and science.
This is closer to CTP's behavior (but not exact! ;-), but probably not
what you really want....

> but surely the bonuses should apply before the split,
> because the things that give the bonuses presumably make the whole
> society more prosperous, and thus should help with luxuries and research
> as well as with taxes.

Well, first note that the luxuries *are* actually increased by
marketplaces.  (A Marketplace/Bank combo can sometimes decrease the
number of entertainers you need by 1 or 2.)  As for science -- that's
what the Library, University, and Research Lab(?) are for.  Since the
advancement of science is one of the most important aspects of the game,
making it easier would be a big change to game balance.  The game forces
you to spend resources on science if you want to advance it more quickly.

-- 
Greg Wooledge                    | Distributed.NET http://www.distributed.net/
wooledge@xxxxxxxxxxx             | because a CPU is a terrible thing to waste.
http://www.kellnet.com/wooledge/ |

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