if (!player->owner)
continue;
- civs = min(9999, (int)((obrate * etu_per_update + 1.0)
- * sect.sct_item[I_CIVIL]));
- uws = min(9999, (int)((uwbrate * etu_per_update + 1.0)
- * sect.sct_item[I_UW]));
+ civs = (1.0 + obrate * etu_per_update) * sect.sct_item[I_CIVIL];
+ uws = (1.0 + uwbrate * etu_per_update) * sect.sct_item[I_UW];
natp = getnatp(sect.sct_own);
maxpop = max_pop(natp->nat_level[NAT_RLEV], §);
civs = min(civs, maxpop);
if (opt_BIG_CITY) {
if (!eff && dchr[otype].d_pkg == UPKG &&
dchr[type].d_pkg != UPKG) {
- if (opt_RES_POP) {
- natp = getnatp(sect.sct_own);
- civs = min(civs,
- max_pop(natp->nat_level[NAT_RLEV], 0));
- uws = min(uws,
- max_pop(natp->nat_level[NAT_RLEV], 0));
- } else {
- civs = min(9999, civs);
- uws = min(9999, uws);
- }
+ natp = getnatp(sect.sct_own);
+ civs = min(civs, max_pop(natp->nat_level[NAT_RLEV], 0));
+ uws = min(uws, max_pop(natp->nat_level[NAT_RLEV], 0));
wforce = (int)(((double)civs * sect.sct_work) / 100.0
+ uws
+ sect.sct_item[I_MILIT] * 2 / 5.0);
int enlisted;
int civs;
- civs = min(999, (int)((obrate * etu_per_update + 1.0)
- * sect.sct_item[I_CIVIL]));
+ civs = (1.0 + obrate * etu_per_update) * sect.sct_item[I_CIVIL];
natp = getnatp(sect.sct_own);
- maxpop = max_pop((float)natp->nat_level[NAT_RLEV], §);
+ maxpop = max_pop(natp->nat_level[NAT_RLEV], §);
civs = min(civs, maxpop);
/* This isn't quite right, since research might
rise/fall during the update, but it's the best