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[Freeciv-Dev] Re: Tech cost patch

[Freeciv-Dev] Re: Tech cost patch

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To: slave@xxxxxxxxxxxx, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Tech cost patch
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Wed, 28 Nov 2001 18:26:14 -0500
Reply-to: mike_jing@xxxxxxxxx

Juha Litola <slave@xxxxxxxxxxxx> wrote

Here is a patch implementing consistent tech costs.

It moves tech cost functionality to tech_cost in common/tech.c.
It introduces new game.ruleset variable tech_cost_style.
0 is old style, each invention increase cost by game.researchcost.
1 means tech costs game.researchcost*(1+numparenttechs) where
numparenttechs is number requirement technologies counted recursively Each technology is only counted once.
2 is same as 1 but it is additionally multiplied by
  (numplayers-civswithtech)/numplayers. This is what civ3 does if
  I have understood correctly.

Gtk-client is also modified to show cost of technology in
science dialog.


Maybe as the next step you could implement the variation where tech cost is independent of the number of known or parent techs, which AFAIK is how it works in Civ3. For this you need to add the cost for each tech in tech.ruleset, in units of researchcost.

In view of this, it's probably a good idea to separate the function of style 2 above into its own game.ruleset variable, maybe "tech_leakage" as suggested by Reinier, as it just serves as a modification to any tech cost scheme.

Thanks for the good work!


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