#42047: Tech trading with diplbulbcost Open Date: 2021-04-21 09:31 Last Update: 2023-06-23 12:05 URL for this Ticket: https://osdn.net//projects/freeciv/ticket/42047 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=42047 --------------------------------------------------------------------- Last Changes/Comment on this Ticket: 2023-06-23 12:05 Updated by: cazfi Comment: I've got some kind of patch for this, but it's not (yet) handling multiple advance clauses in the same treaty *together* causing the tech loss. --------------------------------------------------------------------- Ticket Status: Reporter: (Anonymous) Owner: (None) Type: Patches Status: Open Priority: 5 - Medium MileStone: S3_2 d3f Component: Server Severity: 5 - Medium Resolution: None --------------------------------------------------------------------- Ticket details: I'm testing v2.6.2 with the following server settings: "diplbulbcost", 50 "techlossforgiveness", 50 "techlossrestore", 50 I think these setting are slowing down the AI turn, because AIs (playing on the same team) are continually trading all techs, losing them, and trading them all again every turn. If diplbulbcost > 0, I'd suggest to forbid tech trading when the bulb count of the player is already negative. Or alternatively forbid it when the bulb count is going to cause techloss already (for being lower than techlossforgiveness). With my suggestion, I think these settings could be used to effectively limit the benefits of tech trading in multiplayer games too. -- Ticket information of Freeciv project Freeciv Project is hosted on OSDN Project URL: https://osdn.net/projects/freeciv/ OSDN: https://osdn.net URL for this Ticket: https://osdn.net/projects/freeciv/ticket/42047 RSS feed for this Ticket: https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=42047