Limit changes of effective policy values

What would you like to see in Freeciv? Do you have a good idea what should be improved or how?
Post Reply
Ignatus
Elite
Posts: 644
Joined: Mon Nov 06, 2017 12:05 pm
Location: St.Petersburg, Russia
Contact:

Limit changes of effective policy values

Post by Ignatus »

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.
User avatar
Alien Valkyrie
Elite
Posts: 513
Joined: Sun Feb 10, 2013 10:21 pm
Location: Stuttgart, Germany

Re: Limit changes of effective policy values

Post by Alien Valkyrie »

Ignatus wrote: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).
I'm... pretty sure that's already how it works.
~ AVL
Ignatus
Elite
Posts: 644
Joined: Mon Nov 06, 2017 12:05 pm
Location: St.Petersburg, Russia
Contact:

Re: Limit changes of effective policy values

Post by Ignatus »

Oh yes, they always worked this way :oops: Won't ever more post suggestions without having checked the game, especially while at work.

But effects manipulating policy parameters is still what we don't have yet. We then can use the same mechanism for adjustable multipliers and counters as described here; just also introduce visibility range for the sliders (None (counter)/Player (policy as it works)/World (policy seen to players in contact, also has been suggested, might be default)).
Post Reply