@Silu,
the decay is scaled, I think it was finally patched
the decay is scaled, I think it was finally patched
Spoiler :
Code:
void CvCity::doDecay()
{
int iI;
for (iI = 0; iI < GC.getNumBuildingInfos(); iI++)
{
BuildingTypes eBuilding = (BuildingTypes) iI;
if (getProductionBuilding() != eBuilding)
{
if (getBuildingProduction(eBuilding) > 0)
{
changeBuildingProductionTime(eBuilding, 1);
if (isHuman())
{
int iGameSpeedPercent = GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getConstructPercent();
if (100 * getBuildingProductionTime(eBuilding) > GC.getDefineINT("BUILDING_PRODUCTION_DECAY_TIME") * iGameSpeedPercent)
{
int iProduction = getBuildingProduction(eBuilding);
setBuildingProduction(eBuilding, iProduction - (iProduction * (100 - GC.getDefineINT("BUILDING_PRODUCTION_DECAY_PERCENT")) + iGameSpeedPercent - 1) / iGameSpeedPercent);
}
}
}
else
{
setBuildingProductionTime(eBuilding, 0);
}
}
}
for (iI = 0; iI < GC.getNumUnitInfos(); iI++)
{
UnitTypes eUnit = (UnitTypes) iI;
if (getProductionUnit() != eUnit)
{
if (getUnitProduction(eUnit) > 0)
{
changeUnitProductionTime(eUnit, 1);
if (isHuman())
{
int iGameSpeedPercent = GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getTrainPercent();
if (100 * getUnitProductionTime(eUnit) > GC.getDefineINT("UNIT_PRODUCTION_DECAY_TIME") * iGameSpeedPercent)
{
int iProduction = getUnitProduction(eUnit);
setUnitProduction(eUnit, iProduction - (iProduction * (100 - GC.getDefineINT("UNIT_PRODUCTION_DECAY_PERCENT")) + iGameSpeedPercent - 1) / iGameSpeedPercent);
}
}
}
else
{
setUnitProductionTime(eUnit, 0);
}
}
}
}

boost by the GA), we get +10gpt if the slider is at 0% but we get +18bpt running at 100% (not considering buerocracy since that boosts commerce).
If team doesn't want UoS then skip it, just thought it'll build very very fast with stone+ind.
), but does this even matter? Over the course of the game (rather, a fixed period in the game - say from academy/libraries to Oxford, in this case), you get X amount of commerce. You pay Y amount of maintenance. Your slider research is basically (X-Y*gold_multiply)*beaker_multiply, correct? As long as you're not building a significant set of multipliers to offset the equation. The X amount simply includes bonus commerce during golden age, whether that happens now or in 10t... Or, am I totally missing something?
,
,
and
) - it's the rate with which the taxes are distilled to wealth or gold distilled to science. If these modifiers stay equal, it doesn't matter when the gold is gained as it can be similarly distilled to science at any time.