In effects.ruleset, are there any effects of type "Tech_Cost_Factor", and if so, any that apply to you at the current point in the game? Those effects can cause differences between tech research cost and tech upkeep calculations because they're handled differently in different parts of the code.Corbeau wrote:If you are asking me, I'm afraid I don't understand the question.
Experimenting with Tech Upkeep
- Alien Valkyrie
- Elite
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- Joined: Sun Feb 10, 2013 10:21 pm
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Re: Experimenting with Tech Upkeep
~ AVL
Re: Experimenting with Tech Upkeep
This is the default.
[effect_tech_cost_base]
type = "Tech_Cost_Factor"
value = 1
Like I said, it's the standard Multiplayer ruleset where I only changed movement to x2 and Upkeep to upkep_free = 0 and mode to "Cities". Nothing else.
[effect_tech_cost_base]
type = "Tech_Cost_Factor"
value = 1
Like I said, it's the standard Multiplayer ruleset where I only changed movement to x2 and Upkeep to upkep_free = 0 and mode to "Cities". Nothing else.
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* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...