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[Freeciv-Dev] Re: (PR#2521) general effects framework
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[Freeciv-Dev] Re: (PR#2521) general effects framework

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To: kaufman@xxxxxxxxxxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2521) general effects framework
From: "Ben Webb via RT" <rt@xxxxxxxxxxxxxx>
Date: Mon, 13 Jan 2003 04:17:36 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Jan 13, 2003 at 04:12:24AM -0800, Ben Webb via RT wrote:
> On Sun, Jan 12, 2003 at 01:00:01PM -0800, Per I. Mathisen via RT wrote:
> > Then can you post a patch to rearrange/clean up these in the ruleset?
> Sure; see attached.

...and the patch.

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"If we don't succeed, we run the risk of failure."
         - J. Danforth Quayle

--- README.effects      2003-01-13 12:06:21.000000000 +0000
+++ README.effects.impr-gen     2003-01-13 12:06:11.000000000 +0000
@@ -39,6 +39,10 @@
 "Food_Bonus"   - food production is increased by AMOUNT percent
                  (all Food_Bonus' are summed before being applied)
 
+"Food_Pct"     - multiplies total food production by AMOUNT percent
+                 (applied after Food_Bonus; multiple effects are
+                 multiplicative)
+
 "Food_Inc_Tile"        - each worked tile that is already producing some
                  food produces AMOUNT additional food
 
@@ -57,16 +61,35 @@
 "Luxury_Bonus" - luxury production increased by AMOUNT percent
                  (all Luxury_Bonus' are summed before being applied)
 
-"Luxury_Pct"   - increases luxury production by AMOUNT percent
-
-"Make_Content" - makes AMOUNT unhappy citizens content
+"Luxury_Pct"   - multiplies luxury production by AMOUNT percent
+                 (applied after Luxury_Bonus; multiple effects
+                 are multiplicative)
 
-"Make_Content_Mil"- makes AMOUNT per unit of unhappy citizens caused
+"Make_Content_Mil"- makes AMOUNT unhappy citizens caused
                  by units outside of a city content
 
-"Make_Content_Pct"- increase "Make_Content" by AMOUNT percent
+"Make_Content_Mil_Per"- makes AMOUNT _per unit_ of unhappy citizens
+                 caused by units outside of a city content
+
+"Make_Content" - makes AMOUNT unhappy citizens content
+                 (applied *before* martial law and aggressive units;
+                 all Make_Content's are summed before being applied)
+
+"Make_Content_Pct"- multiplies total "Make_Content" by AMOUNT percent
+                 (multiple effects are multiplicative)
 
 "Make_Happy"   - makes AMOUNT content citizens happy
+                 (all Make_Happy's are summed before being applied)
+
+"Force_Content"        - makes AMOUNT unhappy citizens content
+                 (applied *after* martial law and aggressive units;
+                 all Force_Content's are summed before being applied)
+
+"Force_Content_Pct"- increase total "Force_Content" by AMOUNT percent
+                 (multiple effects are multiplicative)
+
+"Force_Happy"  - makes AMOUNT content citizens happy
+                 (all Force_Happy's are summed before being applied)
 
 "May_Declare_War"- allowed to declare war at least AMOUNT percent
                  of the time
@@ -77,27 +100,28 @@
 
 "Nuke_Proof"   - nuclear attacks will fail within AMOUNT distance
 
-"Pollu_Adj"    - multiplies pollution by AMOUNT percent
+"Pollu_Adj"    - pollution is increased by AMOUNT percent
                  (all Pollu_Adj's are summed before being applied)
 
-"Pollu_Adj_Pop"        - multiplies pollution caused by population by AMOUNT
-                 percent
-                 (all Pollu_Adj_Pop's are summed before being applied)
-
-"Pollu_Adj_Prod"- multiplies pollution caused by shield production by
-                 AMOUNT percent
-                 (all Pollu_Adj_Prod's are summed before being applied)
-
-"Pollu_Set"    - sets pollution to AMOUNT; override all other effects
-                 (all Pollu_Set's are summed before being applied)
-
-"Pollu_Set_Pop"        - sets pollution caused by population to AMOUNT;
-                 override all other effects
-                 (all Pollu_Set_Pop's are summed before being applied)
-
-"Pollu_Set_Prod"- sets pollution caused by shield production to AMOUNT;
-                 override all other effects
-                 (all Pollu_Set_Prod's are summed before being applied)
+"Pollu_Pct"    - multiplies pollution by AMOUNT percent
+                 (applied after Pollu_Adj; multiple effects
+                 are multiplicative)
+
+"Pollu_Pop_Adj"        - pollution caused by population is increased by
+                 AMOUNT percent (all Pollu_Pop_Adj's are summed
+                 before being applied)
+
+"Pollu_Pop_Pct"        - multiplies pollution caused by population by
+                 AMOUNT percent (applied after Pollu_Pop_Adj;
+                 multiple effects are multiplicative)
+
+"Pollu_Prod_Adj"- pollution caused by shield production is increased by
+                 AMOUNT percent (all Pollu_Prod_Adj's are summed
+                 before being applied)
+
+"Pollu_Prod_Pct"- multiplies pollution caused by shield production by
+                 AMOUNT percent (applied after Pollu_Prod_Adj;
+                 multiple effects are multiplicative)
 
 "Prod_Add_Tile"        - each worked tile produces AMOUNT additional shield
                  production
@@ -105,6 +129,10 @@
 "Prod_Bonus"   - shield production is increased by AMOUNT percent
                  (all Prod_Bonus' are summed before being applied)
 
+"Prod_Pct"     - multiplies total shield production by AMOUNT percent
+                 (applied after Prod_Bonus; multiple effects are
+                 multiplicative)
+
 "Prod_Inc_Tile"        - each worked tile that is already producing some
                  shields produces AMOUNT additional shields
 
@@ -113,21 +141,32 @@
 
 "Prod_To_Gold" - convert production to gold at AMOUNT percent rate
 
-"Reduce_Corrupt"- reduces corruption by AMOUNT percent
+"Corrupt_Adj"  - corruption is increased by AMOUNT percent
+                 (all Corrupt_Adj's are summed before being applied)
 
-"Reduce_Waste" - reduces waste by AMOUNT percent
+"Corrupt_Pct"  - multiplies total corruption by AMOUNT percent
+                 (applied after Corrupt_Adj; multiple effects are
+                 multiplicative)
 
 "Reveal_Cities"        - make all city tiles known
 
 "Reveal_Map"   - make entire map known
 
-"Revolt_Dist"  - multiplies effective distance to the capital by
+"Revolt_Dist_Adj"- effective distance to the capital is increased by
                  AMOUNT percent for purpose of computing revolt cost
+                 (all Revolt_Dist_Adj's are summed before being applied)
+
+"Revolt_Dist_Pct"- multiplies effective distance to the capital by
+                 AMOUNT percent for purpose of computing revolt cost
+                 (applied after Revolt_Dist_Adj; multiple effects are
+                 multiplicative)
 
 "Science_Bonus"        - science research is increased by AMOUNT percent
                  (all Science_Bonus' are summed before being applied)
 
-"Science_Pct"  - increases science research by AMOUNT percent
+"Science_Pct"  - multiplies total science by AMOUNT percent
+                 (applied after Science_Bonus; multiple effects are
+                 multiplicative)
 
 "Size_Unlimit" - cities not affected will not grow beyond AMOUNT
 
@@ -150,13 +189,19 @@
 "Tax_Bonus"    - tax revenues are increased by AMOUNT percent
                  (all Tax_Bonus' are summed before being applied)
 
-"Tax_Pct"      - increases tax revenues by AMOUNT percent
+"Tax_Pct"      - multiplies total tax by AMOUNT percent
+                 (applied after Tax_Bonus; multiple effects are
+                 multiplicative)
 
 "Trade_Add_Tile"- each worked tile produces AMOUNT additional trade
 
 "Trade_Bonus"  - trade generated is increased by AMOUNT percent
                  (all Trade_Bonus' are summed before being applied)
 
+"Trade_Pct"    - multiplies total trade by AMOUNT percent
+                 (applied after Trade_Bonus; multiple effects are
+                 multiplicative)
+
 "Trade_Inc_Tile"- each worked tile that is already producing some
                  trade produces AMOUNT additional trade
 
@@ -166,7 +211,18 @@
 "Trade_Route_Pct"- increases trade from trade routes by AMOUNT percent
 
 "Unit_Defend"  - multiplies defense by AMOUNT percent against units
-                 of class .aff_unit
+                 of class .aff_unit (multiple effects are multiplicative)
+
+"Unit_Attack"  - multiplies attack by AMOUNT percent against units
+                 of class .aff_unit (multiple effects are multiplicative)
+
+"Unit_Attack_Firepower" - multiplies firepower by AMOUNT percent
+                 when attacking units of class .aff_unit (multiple
+                 effects are multiplicative)
+
+"Unit_Defend_Firepower" - multiplies firepower by AMOUNT percent
+                 when defending against units of class .aff_unit
+                 (multiple effects are multiplicative)
 
 "Unit_Move"    - adds AMOUNT of movement points to units of class
                  .aff_unit
@@ -186,6 +242,21 @@
 
 "Unit_Veteran" - all units of class .aff_unit produced are veteran
                  units
+"Unit_Cost"    - increase the cost of building a unit of class
+                 .aff_unit in the city by AMOUNT percent
+                 (multiple effects are additive)
+
+"Building_Cost"        - increase the cost of building an improvement
+                 in the city by AMOUNT percent
+                 (multiple effects are additive)
+
+"Unit_Cost_Pct"        - multiply the cost of building a unit of class
+                 .aff_unit in the city by AMOUNT percent
+                 (multiple effects are multiplicative)
+
+"Building_Cost_Pct"- multiply the cost of building an improvement
+                 in the city by AMOUNT percent
+                 (multiple effects are multiplicative)
 
 "Upgrade_One_Step"- upgrade one obsolete unit per turn, stepping to each
                  intermediate type; chance to upgrade each unit is

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