[Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13683 >
Tying the bonus to techs seems like a good solution to me. These
bonuses are pretty small and should act to just decrease costs slowly
over time.
However the bonus should not affect the 2*missing part of the upgrade
cost. It should never be possible to drop the cost below (2 gold) *
(the difference in shield costs). The bonus should only affect the
squared part of the calculation. We could even make it affect the
*exponent* of this calculation so it became
eft = get_player_bonus(pplayer, EFT_UPGRADE_COST);
cost = 2 * missing + 20 * power(missing, (double)eft / 100.0);
or for extra points the 20 could be put into the ruleset as well.
eft = get_player_bonus(pplayer, EFT_UPGRADE_EXPONENT);
eft2 = get_player_bonus(pplayer, EFT_UPGRADE_MULTIPLIER);
cost = 2 * missing + eft2 * power(missing, (double)eft / 100.0);
Note that these values are actually inside unit_buy_gold_cost and should
probably remain there - so changes here will decrease unit purchase
costs too.
-jason
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Per I. Mathisen, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Guest, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost,
Jason Short <=
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Jason Short, 2005/08/16
- [Freeciv-Dev] Re: (PR#13683) Reducing the upgrade cost, Brendon, 2005/08/16
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Guest, 2005/08/18
- [Freeciv-Dev] (PR#13683) Reducing the upgrade cost, Alexander Sayenko, 2005/08/19
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