- FREECIV WHICH GOVERNMENT FOR SCIENCE GENERATOR
- FREECIV WHICH GOVERNMENT FOR SCIENCE SOFTWARE
- FREECIV WHICH GOVERNMENT FOR SCIENCE CODE
- FREECIV WHICH GOVERNMENT FOR SCIENCE FREE
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FREECIV WHICH GOVERNMENT FOR SCIENCE FREE
Free enterprise eliminates corruption, allowing maximum rapture and trade - but free citizens agitate most strongly against warfare. Regal authority gives military power and reduced corruption. You rule by force and personality, which have less influence farther from the capital, causing heavy corruption & output penalties. h file doesn't truly fix the bug that is not catching the illegal rate, and it could affect other rulesets (e.g., some hypothetical ruleset where max rates in starting gov are at 40%.You can choose different forms of government for your civilization: This type of coding can create the bug I described.Ģ. Voila! The problem is gone (for us.) I just wanted others who are still using the 100 rate in players.h to be aware of two things:ġ. FCW just changed this default rate to 60 in the player.h file. this has no urgency for us at FCW anymore. There are holes in the system, and the consequences of setting an illegal rate in the initial allocation are now coming home and knocking on our door.
FREECIV WHICH GOVERNMENT FOR SCIENCE CODE
They thought "no problem, code will later catch this and change it to the legal rate." They were wrong.
For a bug not to happen they would have to be super-genius to imagine and catch every possible case of the pplayer status getting changed, and monitor it on every turn change and every place where tax rate income is ever calculated. That rate is not allowed in almost any known ruleset. The possibility for this bug was decided long ago when someone decided to make all new *pplayer structs get allocated with an illegal PLAYER_DEFAULT_SCIENCE_RATE=100. This is probably because the messy dirty world of multiplayer games has events like people joining late, taking over unassigned slots, status of the pplayer toggling between unassigned/AI/human, admins running commands to change an AI to a human, and so on.
FREECIV WHICH GOVERNMENT FOR SCIENCE SOFTWARE
The software allows ways for players to take over one of these pplayer structs and circumvent those checks and start playing with a 100 as their science rate. Whatever code is meant to catch and override the 100 value that is put into the pplayer struct when it's created, this code does not catch every case. In many cases the joining player does get the 60% despotism science rate forced onto them. Specifically, unassigned player slots taken by joining players. I believe this is a specific problem to how Freeciv handles human players joining into multiplayer games. This bug does not happen in singleplayer games, including games using that scenario.
FREECIV WHICH GOVERNMENT FOR SCIENCE GENERATOR
The bug happens in all games, including games using a random generator and no scenario. I have received more information from players. So the scenario had players that had both "Despotism" as their government, and science rate of 100? Then it would be a bug in that scenario file.