fix(@projects/@magic-civilization): 🐛 adjust science baseline to 5.0

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-04-15 23:56:57 -07:00
parent 61ea1a46d4
commit c42cc30e13

View file

@ -318,12 +318,11 @@ impl City {
yields.food += 3.0;
yields.production += 2.0;
yields.gold += 3.0;
// Science baseline 3.0 (was 1.0): tech costs in age-of-dwarves scale
// Science baseline 5.0 (was 1.0): tech costs in age-of-dwarves scale
// 20..320 across a 50-tech tree, so 1 sci/turn/city caps empires at
// ~7 techs by T150. 3 sci/turn/city lets a single city reach tier-3
// techs unassisted, and a 2-city empire with a library hits the
// target pace of 20 techs by T150.
yields.science += 3.0;
// ~7 techs by T150. 5 sci/turn/city reaches the ≥20 techs/150-turn
// target from a single city even without library; library adds +2.
yields.science += 5.0;
yields.culture += 2.0;
// Sum worked tile yields
@ -695,11 +694,11 @@ mod tests {
fn yields_include_city_center_baseline() {
let city = City::found("Ironhold", (5, 5), true, 1);
let yields = city.get_yields(&[]);
// City center: 4 food, 2 production, 3 gold, 3 science, 2 culture
// City center: 4 food, 2 production, 3 gold, 5 science, 2 culture
assert_eq!(yields.food, 4.0);
assert_eq!(yields.production, 2.0);
assert_eq!(yields.gold, 3.0);
assert_eq!(yields.science, 3.0);
assert_eq!(yields.science, 5.0);
assert_eq!(yields.culture, 2.0);
}