Re: empty treasury and negative income
Daniel Markstedt <[email protected]> Thu, 16 Feb 2006 14:42:58 +0900
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <[email protected]> |
On 2006-02-16, at 13.53, Jason Dorje Short wrote: > Daniel Markstedt wrote: >> What is effect of having an empty treasury and negative income at the=20= >> same time? > > Buildings get sold. This increases both income and treasury. With=20 > unit upkeeps I assume the unit would simply be disbanded if it can't=20= > be paid for. > > There is a minor bug (part of PR#724 IIRC) in that upkeep is done=20 > city-by-city instead of player-by-player. So it's possible that you=20= > have a city with -5 income that gets calculated first and has to sell=20= > a building, even though your other city with a +50 income could easily=20= > pay for it. Thus the order of city iteration matters. > > -jason > =00 > What happen when you run out of buildings and still have negative=20 income (theoretically)? The reason I'm asking is that I'm calculating the impact of having=20 players pay upkeep for cities, as a way to limit expansion in the early=20= game, and ultimately to benefit largepoxing. I don't want to see cities=20= disbanding when the economy hit rock bottom though. Instead negative=20 income you can't pay for by other means, should turn into negative=20 science output instead, effectively halting research when you run out=20 of cash. In practice, I'm imagining city upkeep as a variable of your=20 government; for example Despotism-4, Monarchy-2, the rest 1 or 0 (needs=20= to be balanced of course.) To speed up the early game, the Palace could=20= give an extra income of 6 or so under Despotism/Monarchy. Thoughts? -Daniel=