If a unit's build requirements at 10% are less than 1 unit
of a given material, you may not need that material
present to build the unit.
This isn't a serious flaw, except in games like the Lord of
the Rings series where there's a bunch of
units/ships/planes available right at the beginning of
your country. You can conceivably start building a unit
to allow it to accumulate mobility without having the
materials to actually build the thing, and then let it gaine
efficiency when you do have materials.
Definitely an abusable hole.
Easy fix: All things require n+1 of a given material to get
to 100%, and the +1 is required to build the thing at
10%. In a sense, this reflects reality in that starting a
new build may require some new euipment to build it.
Maybe that's a stretch :) But, the fix would work.
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I don't like n+1. What should `show' display, n or n+1? If
it displays n, then it doesn't display the required
materials, which will confuse players and clients. In any
case, unit construction becomes harder to understand.
Alternative, simpler fix: instead of `build' rounding
required build materials randomly, round up.
Work-around: don't have units that require 1<=x<10 of
something to build. Problem: mil for planes.
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John Yockey proposed an elegant fix: require ceil(x) to be
there, but consume only roundavg(x). This prevents abuse
without messing with the material consumption, i.e. output
of show remains correct.
Fixed in commit 1227d2c, v4.3.33 in the way proposed by John Yockey.