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Re: Experimenting with Tech Upkeep

Posted: Thu Jul 20, 2017 9:26 am
by Alien Valkyrie
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.

Re: Experimenting with Tech Upkeep

Posted: Thu Jul 20, 2017 9:54 am
by Corbeau
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.