Make sector maintenance cost configurable
Replace the fixed $1 per ETU maintenance for capital/city sectors that are at least 60% efficient by a configurable maintenance cost, payable regardless of efficiency. The only change in the default configuration is that inefficient capitals now pay maintenance. Charging sector maintenance regardless of efficiency is consistent with unit maintenance. New struct dchrstr member d_maint and sector-chr selector maint. Make show_sect_build() show it. Change produce_sect() to record maintenance in new slot p_sect[SCT_MAINT] instead of abusing p_sect[SCT_CAPIT]. Replace the "Capital maintenance" line in budget by "Sector maintenance".
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@ -24,17 +24,16 @@ This document gives a rough order of events during the update.
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d) land unit maintenance
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pay maintenance, then feed and plague people on board
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e) produce for all sectors
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a) if the sector is a cap, it costs $1 per etu since
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the last update
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b) people in non-sanctuary sectors eat
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a) people in non-sanctuary sectors eat
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If not enough is available, the excess people will
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starve off. No more than 50% of the people
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in a sector can die; the uw's die first, then
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the civs, then the mil.
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c) if there was starvation, the work percentage is set
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b) if there was starvation, the work percentage is set
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to 0, otherwise the work rate rises by
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8+(1-15), max of 100
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d) population grows and is truncated
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c) population grows and is truncated
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d) pay sector maintenance
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e) sectors that are stopped are skipped (see info stop)
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f) first increase eff
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g) then make things
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