bugFreeciv - Bugs: bug #25435, When evaluate tech upkeep, Future...

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bug #25435: When evaluate tech upkeep, Future Tech cost is heavier than its research cost.

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Thu Jan 12 20:45:10 2017  
Category: generalSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: 2.5.6Operating System: None
Planned Release: Contains string changes: None

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Thu Jan 12 20:45:10 2017, original submission:

From http://freeciv.wikia.com/wiki/Forum:Some_tiny_issues (4):

(common\tech.c player_tech_upkeep)

current: (base_tech_cost) * (f * (2 * t + f + 1) + 2 * t) / 2
I think: (base_tech_cost) * (f * (2 * t - f - 1)) / 2
f is number of discovered Future Tech, t is number of discovered tech (include "None" and Future Tech).
Also, total_research_factor is
current: EFT_TECH_COST_FACTOR + (2.5 for novice AI, 1 for other)
I think: EFT_TECH_COST_FACTOR * (2.5 for novice AI, 1 for other) and later tech_upkeep /= members is not needed.

Future Tech cost is number of discovered tech * (base_tech_cost) * EFT_TECH_COST_FACTOR
e.g. in civ2civ3, Future Tech 1 costs 20 * 88(87 techs + "None") * 3(effects.ruleset Tech_Cost_Factor) = 5280 bulbs needed.
Future Tech 2 costs 20 * 89(87 techs + "None" + 1 future tech) * 3(effects.ruleset Tech_Cost_Factor) = 5340 bulbs needed.

Marko Lindqvist <cazfi>
Project Administrator


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