When option TECH_POP is enabled, the cost of tech increases when
civilian population exceeds 50000. Only civilians in old-owned
sectors count. This differs from education and happiness, where
civilians loaded on ships and land units count, too.
The update counts population for TECH_POP with count_pop(). This is
an extra pass over all sectors.
produce also uses count_pop(), once per tech center examined.
Wasteful.
budget avoids count_pop(): it uses tax()'s civilian count. More
efficient, but the difference to the update is ugly.
Change TECH_POP to use the same civilian count as education and
happiness, i.e. count civilians on ships and land units, too.
This count is available in nat_budget[] in time for produce(): it's
computed by tax() and by ship and land unit maintenance. So use it
there. This takes care of the update and budget. produce doesn't run
enough update code to do the same. Keep calling count_pop() there.
Update it to match the update, and give it internal linkage.
Duplicating update's workings there is ugly, so mark it FIXME.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
prod() duplicates the update's sector production code, except it
computes both output with present materials ("make" output) and output
not limited by lack of materials or production backlog ("max" output).
It also rounds materials consumed up instead of randomly.
Factor prod_output() out of produce() for reuse by prod(). prod()
runs it twice: once for "make" output and once for "max" output.
Test output changes are due to random rounding.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Sector production computes a number of intermediate values, and rounds
many of them. We've tinkered with the rounding a few times. It
currently works as follows.
There are two production efficiencies, both shown by the production
command: sector p.e. (column eff) governs how efficiently work is
converted to units of production, and p.e. (column p.e.) governs how
much product each unit of production yields.
Production is limited by available work, materials and resource
contents. These limits are all rounded down.
Example: if a unit takes 16 work (tech or guns), then 600 work at 100%
sector p.e. can make at most 37 units, rounded down from 600 * 100% /
16 = 37.5. 76 work at 76% sector p.e. can make 3, rounded down from
76 * 76% / 16 = 3.61.
Output is units times p.e. Level output isn't rounded. Item output
is rounded down.
Example: a tech center making 37 units at p.e. 0.6 (edu=20) yields 37
* 0.6 = 22.2 tech (before tech log). 3 units yield 1.8 tech.
Example: a defense plant making 37 units at p.e. 0.6 (tech 35) yields
22 guns (rounded down from 22.2). 3 units yield 1.8g, randomly
rounded.
If item output needs to be adjusted downward (production backlog), the
number of units made is likewise adjusted. It is rounded randomly.
Example: a 100% refinery with 156 work can make 156 units. Its
p.e. at tech 30 is 5.0, so this yields 780p. But if it already has
9500p, it can make only 499 more. That's 99.8 units, rounded randomly
to either 99 or 100.
Materials and money consumed are a multiple of units made. No
rounding there.
Resource depletion depends on units made and is rounded randomly.
Work consumed is units made times work per unit divided by sector
production efficiency. Rounded randomly. Any work left can normally
be used at the next update (it "rolls over").
Example: the tech center making 37 units consumes 37 * 16 / 100% = 592
work, with 8 work left. It also consumes 37d 185o 370l $11100.
Example: the tech center making 3 units consumes 3 * 16 / 76% = 63.2
work, randomly rounded to 63 or 64, with 13 or 12 work left. It also
consumes 3d 15o 30l $900.
Example: the defense plant making 3 units consumes work the same. It
additionally consumes 1o 15l 30h $30 when it makes one gun, and twice
as much when it makes two.
Rounding intermediate values like "units of production" is awkward.
It's better to round only final results. These are item output,
materials consumed, resource depletion and work consumed. Round item
output down, and the rest randomly. Don't round level output (it's a
floating-point value) and money consumed (also floating-point, since
the previous commit).
For item production, this shifts the random variations from number of
products made to materials and work consumed.
Example: the first defense plant again makes 22 guns (now rounded down
from 22.5). The second one now always makes two guns (rounded down
from 3.61 * 0.6 = 2.166) instead of 1.8 randomly rounded.
This is nice, because budget and production can now predict the number
of items made exactly. Before, budget fluctuated randomly just like
the update, and production rounded down.
Note that budget used to be even worse: until commit 6f7c93c
(v4.3.31), we rounded units of production randomly rather than down.
The 100% tech center randomly made 37 or 38 units, which is much more
relevant than random rounding of item output.
Furthermore, work is now fully used both for item and level
production, to the limit permitted by materials and resource contents.
Example: the first tech center now makes 37.5 units, yielding 37.5 *
0.6 = 22.5 tech. It consumes 37.5d 187.5o 375l $11250 and all 600
work (fractions randomly rounded).
Example: the second tech center now makes 3.61 units yielding 1.805
tech, consuming 3.61d 18.05o 36.1l $1083 and all 76 work.
The production command duplicates much of the update's sector
production code, so it needs a matching update. The next commit will
reduce the duplication.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update tallies income and expenses in full dollars. Each debit or
credit is rounded before it is added to the tally. Different things
are rounded differently. Examples:
* Each sector's military pay is rounded down. In the stock game, 1m
is paid $4.999998, so n mil cost n*$5 -$1, for all practical n. 10m
in one sector cost $49, but spread over ten sectors they cost only
$40.
* Total pay for military in ships and land units is rounded down.
* Each plane's military pay is rounded down (used to be rounded up
except for broke countries until recent commit 2eb08f4). In the
stock game, flight pay is 5 * $4.999998 = $24.99999. For a plane
with n mil, that's n * $25 - $1. Filed under plane maintenance, not
military payroll.
* Each sector's civilian tax is rounded. In the stock game, 1c pays
$0.499998. 10c in one sector pay $5, but spread over ten sectors
they pay nothing.
* An occupied sector's civilian tax is first rounded, then divided by
four and rounded down *boggle*.
* Each sector's uw tax is rounded. In the stock game, 1u pays
$0.106662. 1-4u in one sector pay nothing. 5-14u pay $1.
This is madness. Has always been that way.
Drop the rounding and track money in type double throughout the
update. Round only the final amount, randomly. This is similar to
how commands accumulate a money delta in player->dolcost.
Likewise, tally the subtotals for budget in type double. Display them
rounded to full dollars.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update simply updates each nation's nat_money as it goes. Works.
Except it doesn't update when it runs on behalf of budget. But it
still checks nat_money to determine whether the nation is solvent.
These checks are all broken. Leads to massive mispredictions when
you'd go broke or solvent during a real update.
Track money unconditionally in nat_budget[].money. Delay update of
nat_money until prod_nat(). Replace separate money[] by new
nat_budget[].start_money. Closes bug#235.
Remaining difference between budget and update in the update test:
* #1: budget mispredicts plane #100 gets built (to be fixed)
* #2: budget shows ship, plane and land unit maintenance when broke,
but update damages them instead (correct)
* #2: sector -14,0 converts, quadrupling its taxes (correct)
* #4 & #5: bank with dust and bars taken over by che (correct)
* #4: plague deaths (correct)
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
produce() and enlist store the cost through a parameter and return the
amount. Their caller produce_sect() then updates nat_budget[]
accordingly. Move the nat_budget[] update into the callees.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Extend struct budget member bm[] to cover ships, planes and land
units, too.
Plane maintenance changes because pilot pay is now consistently
rounded down. Before it was rounded down for broke countries, else
up. The stock game's pilots earn a little less than $25, and solvent
countries save $1 per plane. The rounding doesn't make much sense
either way. To be be addressed in a later commit.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
The update summarizes sector production, building and maintenance for
budget in a two-dimensional array int p_sect[SCT_BUDG_MAX+1][2]. All
references into this array use literals as second subscript. Bzzzt,
wrong data type.
Add two one-dimensional arrays to nat_budget[], one for production,
and one for building and maintenance. p_sect[i] becomes
nat_budget[cnum].prod[i] for production, and .bm[j] for building and
maintenance. p_sect[i][0] becomes .count, and -p_sect[i][1] becomes
.money.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
When we add up military payroll, we discard fractions. Payroll is
therefore lower than it should be, but I'm not fixing that now. The
number of military budget reports is actually computed from payroll,
and therefore also low.
The obvious way to fix that would be adding another out parameter to
tax() and upd_slmilcosts(). However, budget and the update track cost
and count of numerous things (sector products, unit maintenance and
building, ...), and it's time for a common way to do that.
Create struct budget_item for tracking cost and count, and struct
budget nat_budget[MAXNOC] for tracking a nation's budget. Track only
military for now; more to follow.
This fixes the military count. The cost of military remains low,
because we discard fractions exactly as before.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
update.h is a convenience header to include headers commonly needed in
update code. The price for the convenience is superfluous recompiles.
Include necessary headers directly, and drop update.h
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
Why upgrade? I'm not a lawyer, but here's my take on the differences
to version 2:
* Software patents: better protection against abuse of patents to
prevent users from exercising the rights under the GPL. I doubt
we'll get hit with a patent suit, but it's a good move just on
general principles.
* License compatibility: compatible with more free licenses, i.e. can
"steal" more free software for use in Empire. I don't expect to steal
much, but it's nice to have the option.
* Definition of "source code": modernization of some details for today's
networked world, to make it easier to distribute the software. Not
really relevant to us now, as we normally distribute full source code.
* Tivoization: this is about putting GPL-licensed software in hardware,
then make the hardware refuse to run modified software. "Neat" trick
to effectively deny its users their rights under the GPL. Abuse was
"pioneered" by TiVo (popular digital video recorders). GPLv3 forbids
it. Unlikely to become a problem for us.
* Internationalization: more careful wording, to harden the license
outside the US. The lawyers tell us it better be done that way.
* License violations: friendlier way to deal with license violations.
This has come out of past experience enforcing the GPL.
* Additional permissions: Probably not relevant to us.
Also include myself in the list of principal authors.
other. Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special). New header types.h to
help avoid inclusion cycles. Sort include directives. Remove some
superflous includes.