[Freeciv-Dev] Re: [Freeciv] empty treasury and negative income
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Daniel Markstedt wrote:
On 2006-02-16, at 13.53, Jason Dorje Short wrote:
Daniel Markstedt wrote:
What is effect of having an empty treasury and negative income at the
same time?
Buildings get sold. This increases both income and treasury. With
unit upkeeps I assume the unit would simply be disbanded if it can't
be paid for.
There is a minor bug (part of PR#724 IIRC) in that upkeep is done
city-by-city instead of player-by-player. So it's possible that you
have a city with -5 income that gets calculated first and has to sell
a building, even though your other city with a +50 income could easily
pay for it. Thus the order of city iteration matters.
-jason
What happen when you run out of buildings and still have negative income
(theoretically)?
That is not possible in the current system, and so not covered.
The reason I'm asking is that I'm calculating the impact of having
players pay upkeep for cities, as a way to limit expansion in the early
game, and ultimately to benefit largepoxing. I don't want to see cities
disbanding when the economy hit rock bottom though. Instead negative
income you can't pay for by other means, should turn into negative
science output instead, effectively halting research when you run out of
cash.
What you want is to have a building - like a town hall - that is
required for building settlers. The town hall can have upkeep. I
believe you can even configure things so that each new city
automatically gets a town hall.
In practice, I'm imagining city upkeep as a variable of your government;
for example Despotism-4, Monarchy-2, the rest 1 or 0 (needs to be
balanced of course.) To speed up the early game, the Palace could give
an extra income of 6 or so under Despotism/Monarchy.
Hmm.
-jason
- [Freeciv-Dev] Re: [Freeciv] empty treasury and negative income,
Jason Dorje Short <=
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