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Include Planets Being Colonized in Colony Upkeep #4380

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geoffthemedio
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Will hopefully give an indication of how much colonization will increase emipre influence upkeep.

Will overestimate costs the turn after if the colonization is actually outposting.

https://www.freeorion.org/forum/viewtopic.php?p=115571#p115571

@geoffthemedio geoffthemedio added component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator. component:game mechanic The Issue/PR deals with the currently used or planned game mechanics. category:tweak The PR contains insignificant code changes, like code style grooming or value tweaking. labels Jan 29, 2023
@geoffthemedio geoffthemedio added this to the v0.5 milestone Jan 29, 2023
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agrrr3 commented Jan 31, 2023

ah nice.

this increases the next turn preview without increasing the current turn value because setting the orders happens after effect evaluation.

Are the orders removed before next turn effect evaluation? Else such colonies are probably counted twice.

Also this does not work for colony buildings, does it?

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geoffthemedio commented Jan 31, 2023

Are the orders removed before next turn effect evaluation? Else such colonies are probably counted twice.

Effects are evaluated multiple times per turn, so probably yes and no, but this counts ships ordered to colonize, and the ship is destroyed as part of creating a colony, so that shouldn't be double counted.

Also this does not work for colony buildings, does it?

It just counts ships. Assuming colony buildings exist for a turn before destroying themselves and populating the planet they are on, they could similarly be counted on the turn they are there.

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agrrr3 commented Jan 31, 2023

Assuming colony buildings exist for a turn before destroying themselves and populating the planet they are on, they could similarly be counted on the turn they are there.

yes, that would be perfect (i think your assumption holds as long as nobody is scrapping the building)

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added non-exobot colony buildings

Statistic Count condition = And [
Building
OwnedBy empire = Source.Owner
Building name = [
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Can it use something like tags or so to not require edit this list if new species will be introduced?

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probably yes, though I didn't see any suitable tag already present, and didn't want the extra complication of adding one in the v0.5 version. Colony buildings seem to be currently just tagged with the name of their species, which I could check for separately, but would be no better than just checking the building type name as here...

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@Vezzra Vezzra added the status:cherry-pick for release The PR should be applied to the currently open release branch. label Feb 3, 2023
@geoffthemedio geoffthemedio added status:merged All relevant commits of this PR were merged into the master development branch. and removed status:cherry-pick for release The PR should be applied to the currently open release branch. labels Feb 5, 2023
@geoffthemedio geoffthemedio deleted the colonization_refs_costs branch February 5, 2023 20:38
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category:tweak The PR contains insignificant code changes, like code style grooming or value tweaking. component:content scripting The Issue/PR deals with the FOCS language, turn events or the universe generator. component:game mechanic The Issue/PR deals with the currently used or planned game mechanics. status:merged All relevant commits of this PR were merged into the master development branch.
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