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Feature #764944

Control over tech leakage rate

Added by Jacob Nevins about 3 years ago. Updated almost 3 years ago.

Status:
Closed
Priority:
Normal
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

In http://forum.freeciv.org/f/viewtopic.php?f=13&t=90355, fomalhaut bemoans lack of control over the magnitude of the tech leakage effect ("I like technology leak but sometimes feel that it's too strong.")

I'm vaguely thinking of a single scaling factor in the ruleset that can increase or decrease the rate. (If ruleset-controlled then not until 3.0.)


Related issues

Related to Freeciv - Bug #764909: Clarify the math of the Tech Leakage optionNew2018-07-13

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Blocks Freeciv - Task #656466: S3_0 datafile format freeze (d3f)Closed2019-10-05

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History

#1 Updated by Jacob Nevins about 3 years ago

  • Related to Bug #764909: Clarify the math of the Tech Leakage option added

#2 Updated by Marko Lindqvist about 3 years ago

  • Category set to General
  • Sprint/Milestone set to 3.0.0

#3 Updated by Marko Lindqvist about 3 years ago

  • Blocks Task #656466: S3_0 datafile format freeze (d3f) added

#5 Updated by Akechi . about 3 years ago

Marko Lindqvist wrote:

Untested patch to add server setting to control tech leakage rate.

I think formula is not

      leak = base_cost * (players - players_with_tech_and_embassy)
             * game.info.tech_leak_pct / players / 100;

but
      leak = base_cost
             * players_with_tech_and_embassy * game.info.tech_leak_pct
             / (players * 100);

because leak is discount value. (other formula too.)

#6 Updated by Marko Lindqvist about 3 years ago

  • Status changed from Resolved to In Progress

#8 Updated by Marko Lindqvist almost 3 years ago

  • Status changed from Resolved to Closed
  • Assignee set to Marko Lindqvist

- Corrected formulas

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