チケット #44935

Modify change production penalty

登録: 2022-06-25 06:17 最終更新: 2024-08-26 06:32

報告者:
担当者:
(未割り当て)
チケットの種類:
状況:
オープン
コンポーネント:
マイルストーン:
優先度:
5 - 中
重要度:
5 - 中
解決法:
なし
ファイル:
なし

詳細

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).

チケットの履歴 (4 件中 3 件表示)

2022-06-25 06:17 更新者: ihnatus
  • 新しいチケット "Modify change production penalty" が作成されました
2022-06-25 09:23 更新者: cazfi
コメント

Yes, it would be time to finally get a clean design for this. I've started to work on it several time over the years, only to throw away the design turned bad.

2022-06-28 02:22 更新者: ihnatus
コメント

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.

2024-08-26 06:32 更新者: cazfi

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