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[Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)
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[Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Tech cost patch v13 (PR#1082)
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Sat, 01 Dec 2001 14:14:04 -0500
Reply-to: mike_jing@xxxxxxxxx

Juha Litola <slave@xxxxxxxxxxxx> wrote:

On Sat, Dec 01, 2001 at 02:17:37PM +0100, Per I. Mathisen wrote:

But I don't quite understand why option 1 is needed, as the calculated
cost for a tech would always stay the same (you don't get new parents, do
you?), and could just be put into tech.ruleset and used through option 2.
There must be something I'm missing here...

You can easily change cost of technologies by using server variable
researchcost. This way you can easily have consistent set of cost
which are still easily modified globally, if you want slower or
faster rate of advance.

I think this should be the case for tech cost style 2 as well, i.e. the preset costs in the ruleset should still be given in units of game.researchcost, so that research speed can still be adjusted globally. If this is the case, then style 1 would be just a special case for style 2 as Per pointed out.

Mike



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