volunteers are now gained with a logarithmic rate, as otherwise the volunteer feature becomes pointless lategame

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2379 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2017-07-25 20:36:17 +00:00
parent 91fd754aa9
commit 99fbc7cc9f
+4 -3
View File
@@ -3917,13 +3917,11 @@ TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
; of volunteers we cannot train militia any more.
; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next
; to a town's name in the strategic map). population times loyalty equals loyal population.
; We can also gain volunteers by interrogating prisoners or as a result of quests.
; toggles this feature on and off
MILITIA_VOLUNTEER_POOL = FALSE
; Every hour we get loyal population times this factor volunteers for each town sector we control.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.001
; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
@@ -3931,6 +3929,9 @@ MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously.
MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05
; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY)
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002
;******************************************************************************************************************************
;******************************************************************************************************************************