Feature #353 ยป 0046-Add-Culture_Pct-effect-type.patch
ai/default/daieffects.c | ||
---|---|---|
/* ...and history effect to accumulate those points for 50 turns. */
|
||
v += amount * 5;
|
||
break;
|
||
case EFT_CULTURE_PCT:
|
||
/* Assume that this multiplies accumulation of 5 history points / turn */
|
||
v += amount * 5 * 5 / 100;
|
||
break;
|
||
case EFT_TECH_COST_FACTOR:
|
||
v -= amount * 50;
|
||
break;
|
common/culture.c | ||
---|---|---|
****************************************************************************/
|
||
int city_culture(const struct city *pcity)
|
||
{
|
||
return pcity->history + get_city_bonus(pcity, EFT_PERFORMANCE);
|
||
return pcity->history
|
||
+ get_city_bonus(pcity, EFT_PERFORMANCE)
|
||
* (100 + get_city_bonus(pcity, EFT_CULTURE_PCT)) / 100;
|
||
}
|
||
/************************************************************************//**
|
||
... | ... | |
int city_history_gain(const struct city *pcity)
|
||
{
|
||
return get_city_bonus(pcity, EFT_HISTORY)
|
||
* (100 + get_city_bonus(pcity, EFT_CULTURE_PCT)) / 100
|
||
+ pcity->history * game.info.history_interest_pml / 1000;
|
||
}
|
||
... | ... | |
****************************************************************************/
|
||
int player_culture(const struct player *plr)
|
||
{
|
||
int culture = plr->history + get_player_bonus(plr, EFT_NATION_PERFORMANCE);
|
||
int culture = plr->history
|
||
+ get_player_bonus(plr, EFT_NATION_PERFORMANCE)
|
||
* (100 + get_player_bonus(plr, EFT_CULTURE_PCT)) / 100;
|
||
city_list_iterate(plr->cities, pcity) {
|
||
culture += city_culture(pcity);
|
||
... | ... | |
int nation_history_gain(const struct player *pplayer)
|
||
{
|
||
return get_player_bonus(pplayer, EFT_NATION_HISTORY)
|
||
* (100 + get_player_bonus(pplayer, EFT_CULTURE_PCT)) / 100
|
||
+ pplayer->history * game.info.history_interest_pml / 1000;
|
||
}
|
doc/README.effects | ||
---|---|---|
Percent chance that a player conquering a city learns a tech from the
|
||
former owner.
|
||
Culture_Pct
|
||
Percent change to culture, both to current performance and to
|
||
the accumulating history.
|
||
Defend_Bonus
|
||
Increases defensive bonuses of units. Any unit requirements on this effect
|
||
will be applied to the _attacking_ unit type. Requirements about
|
gen_headers/enums/effects_enums.def | ||
---|---|---|
SURPLUS_WASTE_PCT_BY_REL_DISTANCE "Surplus_Waste_Pct_By_Rel_Distance"
|
||
TECH_LEAKAGE "Tech_Leakage"
|
||
IMPR_UPKEEP_REDUCTION "Impr_Upkeep_Reduction"
|
||
CULTURE_PCT "Culture_Pct"
|
||
USER_EFFECT_1 "User_Effect_1"
|
||
USER_EFFECT_2 "User_Effect_2"
|
||
USER_EFFECT_3 "User_Effect_3"
|