Progress report:
I almost have the base groundwork done for minerals, mineral upkeep, and gold upkeep. Gold upkeep is already a part of units in the extra gold cost value. For buildings, I'm enabling the ability for buildings to have negative commerce rates and negative yield rates. Negative yields do not get multiplied by modifiers. So a city producing 2 base minerals and using a facility that costs 2 base minerals to operate, but has a +50% modifier, will actually generate 1 mineral per turn.
The value for mineral upkeep for units is in and can be read from XML, but needs the code to actually deduct the value from the player's minerals.
Also, a lot of work will need to be done redesigning units and buildings to work with the new code.
I almost have the base groundwork done for minerals, mineral upkeep, and gold upkeep. Gold upkeep is already a part of units in the extra gold cost value. For buildings, I'm enabling the ability for buildings to have negative commerce rates and negative yield rates. Negative yields do not get multiplied by modifiers. So a city producing 2 base minerals and using a facility that costs 2 base minerals to operate, but has a +50% modifier, will actually generate 1 mineral per turn.
The value for mineral upkeep for units is in and can be read from XML, but needs the code to actually deduct the value from the player's minerals.
Also, a lot of work will need to be done redesigning units and buildings to work with the new code.