Chainsaw 3 added the designate cost along with extra build cost and
materials, and used both to make fortresses expensive. Unlike build
cost and materials, the cost to designate didn't pass the test of
time: it was set to zero in Empire 2. Get rid of it.
sect-chr selector cost and struct dchrstr member d_cost have to stay,
because they're still used to configure whether a sector may be
designated by players (see commit
8d792e1).
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
types. To check out build costs, you do:
.EX show sect build
.NF
- desig build 100% eff maint
-sector type $ lcm hcm $ $
-- wilderness 0 0 0 0 0
-c capital 0 0 0 100 60
-f fortress 0 0 100 500 0
-any other 0 0 0 100 0
+ build 100% eff maint
+sector type lcm hcm $ $
+- wilderness 0 0 0 0
+c capital 0 0 100 60
+f fortress 0 100 500 0
+any other 0 0 100 0
Infrastructure building - adding 1 point of efficiency costs:
type lcms hcms mobility $$$$
.FI
.s1
.in \w'build hcm\0\0'u
-.L "desig $"
-Cost charged by the designate command.
.L "build lcm"
The lcm required to build the sector.
.L "build hcm"
.s1
Normally, each point of efficiency added costs you $1. Some sectors
may cost more, and some may also require the expenditure of lcms and/or
-hcms from the sector. In addition, some sectors may cost money merely
-to designate. (see the \*Qshow\*U command and \*Qinfo show\*U for details)
+hcms from the sector. See the \*Qshow\*U command and \*Qinfo
+Sector-types\*U for details.
.s1
.SA "Sector-types, Sectors"
*
* Known contributors to this file:
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2009
+ * Markus Armbruster, 2004-2016
*/
#include <config.h>
if (sect.sct_type == SCT_SANCT && !player->god)
continue;
n = sect.sct_type;
- if ((sect.sct_newtype != des) && (sect.sct_type != des)
- && dchr[des].d_cost > 0) {
- if (natp->nat_money < player->dolcost + dchr[des].d_cost) {
- pr("You can't afford a %s!\n", dchr[des].d_name);
- rc = RET_FAIL;
- break;
- }
- player->dolcost += dchr[des].d_cost;
- }
if (sect.sct_type != des && (sect.sct_effic < 5 || player->god)) {
if (player->god)
set_coastal(§, sect.sct_type, des);
# column cost, and only to something with the same terrain. All
# sectors with the same terrain and non-negative cost should have the
# same population limit (column maxpop), or else players can abuse
-# redesignation to mass-murder people.
+# redesignation to mass-murder people. Other than that, cost has no
+# purpose anymore.
# A sector with urban packing (urba in column pkg) is a big city.
# Column maxpop applies at 0% efficiency. The limit at 100% is ten
{
int i, first;
- pr(" desig build 100%% eff maint\n"
- "sector type $ lcm hcm $ $\n");
+ pr(" build 100%% eff maint\n"
+ "sector type lcm hcm $ $\n");
for (i = 0; dchr[i].d_name; i++) {
if (dchr[i].d_mnem == 0)
continue;
if (dchr[i].d_mob0 < 0)
continue;
- if (dchr[i].d_cost <= 0 && dchr[i].d_build == 1
+ if (dchr[i].d_build == 1
&& dchr[i].d_lcms == 0 && dchr[i].d_hcms == 0
&& dchr[i].d_maint == 0)
continue; /* the usual, skip */
- pr("%c %-21.21s", dchr[i].d_mnem, dchr[i].d_name);
- if (dchr[i].d_cost < 0)
- pr(" can't");
- else
- pr(" %5d", dchr[i].d_cost);
- pr(" %5d%5d %5d %5d\n",
+ pr("%c %-21.21s %5d%5d %5d %5d\n",
+ dchr[i].d_mnem, dchr[i].d_name,
100 * dchr[i].d_lcms,
100 * dchr[i].d_hcms,
100 * dchr[i].d_build,
dchr[i].d_maint * etu_per_update);
}
- pr("any other 0 0 0 100 0\n");
+ pr("any other 0 0 100 0\n");
first = 1;
for (i = 0; intrchr[i].in_name; i++) {
Play#0 input show sect b
Play#0 command show
Play#0 output Play#0 1 Printing for tech level '1000'
- Play#0 output Play#0 1 desig build 100% eff maint
- Play#0 output Play#0 1 sector type $ lcm hcm $ $
- Play#0 output Play#0 1 - wilderness 0 0 0 0 0
- Play#0 output Play#0 1 c capital 0 0 0 100 60
- Play#0 output Play#0 1 f fortress 0 0 100 500 0
- Play#0 output Play#0 1 any other 0 0 0 100 0
+ Play#0 output Play#0 1 build 100% eff maint
+ Play#0 output Play#0 1 sector type lcm hcm $ $
+ Play#0 output Play#0 1 - wilderness 0 0 0 0
+ Play#0 output Play#0 1 c capital 0 0 100 60
+ Play#0 output Play#0 1 f fortress 0 100 500 0
+ Play#0 output Play#0 1 any other 0 0 100 0
Play#0 output Play#0 1
Play#0 output Play#0 1 Infrastructure building - adding 1 point of efficiency costs:
Play#0 output Play#0 1 type lcms hcms mobility $$$$