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".
This commit is contained in:
Markus Armbruster 2009-02-20 18:58:01 +01:00
parent 1f60baf818
commit 44c36fa7d5
10 changed files with 77 additions and 72 deletions

View file

@ -24,17 +24,16 @@ This document gives a rough order of events during the update.
d) land unit maintenance
pay maintenance, then feed and plague people on board
e) produce for all sectors
a) if the sector is a cap, it costs $1 per etu since
the last update
b) people in non-sanctuary sectors eat
a) people in non-sanctuary sectors eat
If not enough is available, the excess people will
starve off. No more than 50% of the people
in a sector can die; the uw's die first, then
the civs, then the mil.
c) if there was starvation, the work percentage is set
b) if there was starvation, the work percentage is set
to 0, otherwise the work rate rises by
8+(1-15), max of 100
d) population grows and is truncated
c) population grows and is truncated
d) pay sector maintenance
e) sectors that are stopped are skipped (see info stop)
f) first increase eff
g) then make things