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[Freeciv-Dev] (PR#8799) Re: Freeciv commit: jdorje: Make specialists som
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[Freeciv-Dev] (PR#8799) Re: Freeciv commit: jdorje: Make specialists som

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Subject: [Freeciv-Dev] (PR#8799) Re: Freeciv commit: jdorje: Make specialists somewhat configurable, and ...
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Fri, 21 May 2004 21:47:27 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8799 >

On Fri, May 21, 2004 at 12:10:44PM -0700, Raimar Falke wrote:
>      menus_set_sensitive("<main>/_Kingdom/_Tax Rates",

> -    if (sci_rate > 50) {
> -      sci_rate = 50;
> -      tax_rate = 100 - sci_rate - lux_rate;
> -    }
> -  }

What happends to this? Is this feature removed?

> +; Configure the effect of specialists. Each specialist contributes
> +; the given amount of its special kind of value (luxury for elvis,
> +; research for scientist and gold for taxman). You can set

> +; changable_tax to zero to disallow players setting the taxrate
                                                           ^^^^^^^

> +; for themselves. In this case, the values in the forced_ fields
> +; apply instead, modified by government restrictions. The min_size
> +; fields restrict setting specialists to this type before the
> +; the city is of a certain size.

I think the term "tax rate" is choosen poorly here and in the
variable. "Tax rate" is the single percent value denoting the amount
used to make money from. The three percent values are called "rates"
or "tax rates". Both terms are not perfect but better than "tax rate".

        Raimar

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