Experimenting with Tech Upkeep

Planning and discussing Freeciv Longturn gaming
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Caedo
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Re: Experimenting with Tech Upkeep

Postby Caedo » Thu Jul 20, 2017 9:26 am

Corbeau wrote:If you are asking me, I'm afraid I don't understand the question.

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.
~S.C. L.

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Corbeau
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Re: Experimenting with Tech Upkeep

Postby Corbeau » Thu Jul 20, 2017 9:54 am

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.