Limit changes of effective policy values
Posted: Fri Aug 10, 2018 5:35 am
Consider we have a policy "Public education investments", and as it grows, productivity falls (effect on turn change), but chance of getting tech from conquering a city rises (effect of an action). AFAIK, player can and will abuse this - he will invest little in education, but when he is up to conquer a city, he will move the slider to the end, and then back before turn changes. Thus, some if not all policy effects on actions should be fixed to the value at turn start (and on per-turn events like resource collection let they act immediately for obviousness).
Also, we should have effects on minimal and maximal policy values, and ability for actions to set the values. Connecting them to the actual policy value may either slow down its change or force it. Policies with min=max can be used as turn counters. For example, user who bombards a city for 2 turns in line gets min.val=max.val of a slider "Bloody maniac" both rised 10 points which decreases 1p/turn and multiplies a fine on AI love.
Also, we should have effects on minimal and maximal policy values, and ability for actions to set the values. Connecting them to the actual policy value may either slow down its change or force it. Policies with min=max can be used as turn counters. For example, user who bombards a city for 2 turns in line gets min.val=max.val of a slider "Bloody maniac" both rised 10 points which decreases 1p/turn and multiplies a fine on AI love.