#43604: Government change at turn change Open Date: 2022-01-11 19:16 Last Update: 2022-05-14 06:59 URL for this Ticket: https://osdn.net//projects/freeciv/ticket/43604 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=43604 --------------------------------------------------------------------- Last Changes/Comment on this Ticket: 2022-05-14 06:59 Updated by: cazfi * Owner Update from (None) to cazfi * Resolution Update from None to Accepted * Milestone Update from (None) to 3.2.0 Comment: Simple patch attached. The relatively high risk of introducing bugs with this is mainly due to side-effects of government_change() - it might not be a good idea to do those things in the new location in the middle of end-phase handling. --------------------------------------------------------------------- Ticket Status: Reporter: cazfi Owner: cazfi Type: Patches Status: Open [Owner assigned] Priority: 5 - Medium MileStone: 3.2.0 Component: General Severity: 5 - Medium Resolution: Accepted --------------------------------------------------------------------- Ticket details: From my comment in #41813: " ihnatus: Player that has Statue of Liberty or just have finished revolen this turn can change governments for free and exploit it a lot, so let some bonuses be available only when the dust settles I think that for this the engine should enforce some rules, and not leave it to ruleset to plug every possible exploit. This could work similar to multiplier changes that can be chosen during the turn freely, but are activated only at turn change (it has two variables; one that is the really active value, and second that tells what value user wants to activate in the next turn change)" -- Ticket information of Freeciv project Freeciv Project is hosted on OSDN Project URL: https://osdn.net/projects/freeciv/ OSDN: https://osdn.net URL for this Ticket: https://osdn.net/projects/freeciv/ticket/43604 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=43604