/// Get the amount of gold granted by connecting the city int CvTreasury::GetCityConnectionRouteGoldTimes100(CvCity* pNonCapitalCity) const { CvCity* pCapitalCity = m_pPlayer->getCapitalCity(); if(!pNonCapitalCity || pNonCapitalCity == pCapitalCity || pCapitalCity == NULL) { return 0; } int iGold = 0; int iTradeRouteBaseGold = /*100*/ GC.getTRADE_ROUTE_BASE_GOLD(); int iTradeRouteCapitalGoldMultiplier = /*0*/ GC.getTRADE_ROUTE_CAPITAL_POP_GOLD_MULTIPLIER(); int iTradeRouteCityGoldMultiplier = /*125*/ GC.getTRADE_ROUTE_CITY_POP_GOLD_MULTIPLIER(); iGold += iTradeRouteBaseGold; // Base Gold: 0 iGold += (pCapitalCity->getPopulation() * iTradeRouteCapitalGoldMultiplier); // Capital Multiplier iGold += (pNonCapitalCity->getPopulation() * iTradeRouteCityGoldMultiplier); // City Multiplier iGold += GetCityConnectionTradeRouteGoldChange() * 100; if(GetCityConnectionTradeRouteGoldModifier() != 0) { iGold *= (100 + GetCityConnectionTradeRouteGoldModifier()); iGold /= 100; } return iGold; }
// What are our gold maintenance costs because of Vassals? int CvTreasury::GetVassalGoldMaintenance() const { int iRtnValue = 0; // We have a vassal for(int iI = 0; iI < MAX_MAJOR_CIVS; iI++) { if(!GET_PLAYER((PlayerTypes)iI).isMinorCiv() && !GET_PLAYER((PlayerTypes)iI).isBarbarian() && GET_PLAYER((PlayerTypes)iI).isAlive()) { int iLoop, iCityPop; // This player is our vassal if(GET_TEAM(GET_PLAYER((PlayerTypes)iI).getTeam()).IsVassal(m_pPlayer->getTeam())) { // Loop through our vassal's cities for(CvCity* pLoopCity = GET_PLAYER((PlayerTypes)iI).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER((PlayerTypes)iI).nextCity(&iLoop)) { iCityPop = pLoopCity->getPopulation(); iRtnValue += std::max(0, (int)(pow((double)iCityPop, (double)/*0.6*/ GC.getVASSALAGE_VASSAL_CITY_POP_EXPONENT()))); } iRtnValue += std::max(0, (GET_PLAYER((PlayerTypes)iI).GetTreasury()->GetExpensePerTurnUnitMaintenance() * /*10*/GC.getVASSALAGE_VASSAL_UNIT_MAINT_COST_PERCENT() / 100)); } } } // Modifier for vassal maintenance? iRtnValue *= (100 + m_pPlayer->GetVassalGoldMaintenanceMod()); iRtnValue /= 100; return iRtnValue; }
/// Establish order of zone processing for the turn void CvTacticalAnalysisMap::PrioritizeZones() { // Loop through the dominance zones for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { // Find the zone and compute dominance here CvTacticalDominanceZone* pZone = &m_DominanceZones[iI]; eTacticalDominanceFlags eDominance = ComputeDominance(pZone); // Establish a base value for the region int iBaseValue = 1; int iMultiplier = 1; // Temporary zone? if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { iMultiplier = 1000; } else { CvCity* pClosestCity = pZone->GetZoneCity(); if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID())) { iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation())); if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity)) { iBaseValue *= 2; } else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false)) { iBaseValue *= 4; // How damaged is this visible city? int iMaxDamageMultiplier = 10; int iDamage = pClosestCity->getDamage(); if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier)) { iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints()); } } #if defined(MOD_BALANCE_CORE) if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) ) { iBaseValue *= 2; } if (pClosestCity->GetPlayer()->isMinorCiv()) { //At war with ally of this minor? Greatly reduce priority. PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly(); if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam())) { iBaseValue = 1; } } #endif } if(!pZone->IsWater()) { iBaseValue *= 3; } // Now compute a multiplier based on current conditions here if(eDominance == TACTICAL_DOMINANCE_ENEMY) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 1; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 8; } } else if(eDominance == TACTICAL_DOMINANCE_EVEN) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 4; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 4; } } else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 8; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 1; } } if(!GET_PLAYER(m_ePlayer).isMinorCiv()) { if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { #if defined(MOD_BALANCE_CORE_MILITARY) iMultiplier *= 4; #else iMultiplier *= 2; #endif } } else if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_LOSING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier *= 4; } } } } // Save off the value for this zone pZone->SetDominanceZoneValue( iBaseValue * iMultiplier); } std::stable_sort(m_DominanceZones.begin(), m_DominanceZones.end()); }