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Bug #764909
closedClarify the math of the Tech Leakage option
0%
Description
This is my first issue report, so please tell me what I'm doing wrong.
In Research Options, the tooltip (and game.ruleset comment) for Tech Leakage should clarify the strength of the setting; that the game currently applies a discount of a flat percentage equal to the ratio of the players that satisfy the criteria.
It is currently unclear what setting Tech_Leakage=True actually does to the tech cost.
Bonus points: That value should itself be tweakable. This would involve coming back and reading this parameter in the base_cost multiplier in the tech_leakage section of common/research.c.
Related to Revision 3986 (16 years ago, ironically, this was explicitly spelled out)
Files
Related issues
Updated by Nate Martin (vodot) almost 5 years ago
this should probably be shifted to a version later than 3.0
Updated by Jacob Nevins almost 5 years ago
- Related to Feature #764944: Control over tech leakage rate added
Updated by Marko Lindqvist over 4 years ago
- Assignee deleted (
Nate Martin (vodot))
You probably didn't mean to assign the issue to yourself, or are you really working on it?
Updated by Marko Lindqvist over 3 years ago
- Category changed from Rulesets to Documentation
Updated by Marko Lindqvist about 2 years ago
- Sprint/Milestone changed from 3.0.0 to 2.6.5
Updated by Marko Lindqvist almost 2 years ago
- Sprint/Milestone changed from 2.6.5 to 2.6.6
Updated by Marko Lindqvist over 1 year ago
- File 0052-Improve-help-of-techleak-server-setting.patch 0052-Improve-help-of-techleak-server-setting.patch added
- Status changed from New to Resolved
- Sprint/Milestone changed from 2.6.6 to 3.0.0
Attached patch makes the improvement to help of the 'techleak' server setting. The setting is only available in S3_0 and later, so retargeting this to 3.0.0.
Updated by Marko Lindqvist over 1 year ago
- Status changed from Resolved to Closed
- Assignee set to Marko Lindqvist