[Freeciv-Dev] Re: (PR#2521) general effects framework
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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
[Freeciv-Dev] Re: (PR#2521) general effects framework, Per I. Mathisen via RT, 2003/01/12
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