[Freeciv-tickets] [freeciv] #44935: Modify change production penalty

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OSDN Ticket System norep****@osdn*****
Tue Jun 28 02:22:19 JST 2022


#44935: Modify change production penalty

  Open Date: 2022-06-25 00:17
Last Update: 2022-06-27 20:22

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/44935
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Last Changes/Comment on this Ticket:
2022-06-27 20:22 Updated by: ihnatus

Comment:

Maybe we could replace enum production_class_type with some improvement/unit type attribute (like production_class that defaults to a function of building_genus), and make a game setting that applies a percentage to penalized shields. I don't think an effect is needed here. Something disturbs me in the fact that wether a production is helped by caravans is calculated from action enablers, but maybe it's nothing to fix in it. If we want a more complicated setting, we can create a Lua tool (like, "city_changes_production" signal + (City):change_shields(amount, prod_type?) + shields related city read properties), there are other tickets for that.

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Ticket Status:

      Reporter: ihnatus
         Owner: (None)
          Type: Feature Requests
        Status: Open
      Priority: 5 - Medium
     MileStone: S3_2 d3f
     Component: General
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

Give a control for what part of shields is lost for changing city production. As maximum plan, make a control of any possible switch as well as Civ4 production style (each unit pr building type has a separate stock that can be sold if becomes obsolete). As minimum plan, give a control over if "Special" genus is considered a wonder (Civ2 compatibility).

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