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Set a max cap on unit maintenance - does not increase past the base turn limit
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@ -39,7 +39,7 @@ class CivInfoStats(val civInfo: CivilizationInfo){
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}
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}
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val turnLimit = BASE_GAME_DURATION_TURNS * civInfo.gameInfo.gameParameters.gameSpeed.modifier
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val turnLimit = BASE_GAME_DURATION_TURNS * civInfo.gameInfo.gameParameters.gameSpeed.modifier
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val gameProgress = civInfo.gameInfo.turns / turnLimit // as game progresses Maintenance cost rises
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val gameProgress = min(civInfo.gameInfo.turns / turnLimit, 1f) // as game progresses Maintenance cost rises
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var cost = baseUnitCost * numberOfUnitsToPayFor * (1 + gameProgress)
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var cost = baseUnitCost * numberOfUnitsToPayFor * (1 + gameProgress)
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cost = cost.pow(1 + gameProgress / 3) // Why 3? To spread 1 to 1.33
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cost = cost.pow(1 + gameProgress / 3) // Why 3? To spread 1 to 1.33
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if (!civInfo.isPlayerCivilization())
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if (!civInfo.isPlayerCivilization())
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