Tech_Parasite effect has the problem that it doesn't scale at all. It's static effect in a ruleset is quite different depending on how many players there is in the game.
Time to introduce such a version of the effect that scales. The Tech_Parasite_Pct_Max effect's value will be percentage of the players/teams (researches) in game. The "_Max" in the end indicates that it's from the total number. I've been thinking about "_Alive" variant too, but that has additional complications, so better to leave it to a future ticket.
I also considered implementing some generic mechanism of counters behaving like multipliers towards effects, and player count being available as a counter, but finishing such a design would be quite far in the future. I'd rather have simply a new effect type now.
Tech_Parasite effect has the problem that it doesn't scale at all. It's static effect in a ruleset is quite different depending on how many players there is in the game.
Time to introduce such a version of the effect that scales. The Tech_Parasite_Pct_Max effect's value will be percentage of the players/teams (researches) in game. The "_Max" in the end indicates that it's from the total number. I've been thinking about "_Alive" variant too, but that has additional complications, so better to leave it to a future ticket.
I also considered implementing some generic mechanism of counters behaving like multipliers towards effects, and player count being available as a counter, but finishing such a design would be quite far in the future. I'd rather have simply a new effect type now.