patchFreeciv - Patches: patch #4721, Effect for sell/disband yield

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patch #4721: Effect for sell/disband yield

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Mon May 26 13:54:21 2014  
Category: NonePriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Mon May 26 13:54:21 2014, original submission:

Effects which control how much you get back if you sell a building or disband a unit. Percentage of original nominal shield cost, with 0 permitted. Checked at time of sell/disband, and applicability controlled with requirements like "Building", "Bank", "Local".

This will remove some current hardcoding (e.g. getting 50% of shields back for disband). It would also enable effects like resale value decreasing as technology improves, and allow plugging loopholes in other proposals of mine (adjustable production rate).

Selling only applies to buildings, and disband to units; probably these are separate effects Sell_Yield and Disband_Yield.

Value of 0 does not prevent disband or sale, as you might still need to get rid of items because they're blocking something else. (But may need some UI gloss where "sell" becomes "demolish" if you're getting nothing back.)

"Sell All" UI will need some tweaking for possibility of reflect variable sale costs (and you'll take the risk that order of sale affects yield; that possibility is in the hands of ruleset authors).

We might want to change the "sell" packet to include the price the client thinks they're selling at, with the server not selling unless the actual sale price is equal or greater, to avoid disappointment from race conditions. That'd need more UI in the exception case.

This would not apply to caravans' contribution to wonders (if we want to adjust that, make it a new effect).

Jacob Nevins <jtn>
Project Administrator


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  • -unavailable- added by jtn (Submitted the item)

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