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[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic
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[freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic

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Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#2644) AI needs 5400 years to get Republic
From: "ue80@xxxxxxxxxxxxxxxxxxxxx via RT" <rt@xxxxxxxxxxxxxx>
Date: Sun, 26 Jan 2003 07:17:47 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Jan 06, 2003 at 12:07:33PM -0800, Raimar Falke via RT wrote:
> On Mon, Dec 30, 2002 at 10:35:02AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx via RT 
> wrote:
> > On Mon, Dec 30, 2002 at 10:10:56AM -0800, Per I. Mathisen via RT wrote:
> > > 
> > > [ue80@xxxxxxxxxxxxxxxxxxxxx - Tue Dec 24 15:35:14 2002]:
> > > > after playing a little bit with the experimental AI i saw that the AI
> > > > isn't able to make the step to Monarchy or The Republic in some 
> > > > cases.
> > > 
> > > What was the reason - lack of the technology or didn't it decide to 
> > > change?
> > 
> > It's lack of technology. And a situation where all money is needed for
> > the buildings. 
> > 
> > New game with actual cvs:
> > 
> > 100% tax 21 baracks + 16 courthouses, no libraries. 30 cities.
> > 28 settlers.
> > 
> > Known technologies 1000 AD: 
> > Alphabet, Code of Laws, Literacy, Map Making, Writing.
> 
> I just want to remind you that this problem was also observed in the
> first contest. With a high research cost the AI didn't research any
> tech which would enable it to build good units and so it built
> baracks. This also wasted all trade -> 100% tax and no science.

Ok, i think its the fallback where AI builds only barracks and settlers
when it doesn't know what to build. Think we should change it to another
fallback.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
Wenn Du nicht programmieren kannst und Dir für Arbeit zu schade bist:
Werde Berater, Analyst oder organisiere Kongresse.

Index: ai/aiair.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiair.c,v
retrieving revision 1.9
diff -u -r1.9 aiair.c
--- ai/aiair.c  2003/01/24 00:32:18     1.9
+++ ai/aiair.c  2003/01/26 15:09:00
@@ -361,7 +361,8 @@
       }
     } else {
       /* Ooops.  Now better come back home */
     ai_manage_airunit(pplayer, punit);
+       freelog(LOG_ERROR, "we really need this?");    
     }
 
   } else {
Index: ai/aicity.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aicity.c,v
retrieving revision 1.135
diff -u -r1.135 aicity.c
--- ai/aicity.c 2003/01/13 23:27:03     1.135
+++ ai/aicity.c 2003/01/26 15:09:01
@@ -270,6 +270,8 @@
   }
 /* I think fallbacks only happen with techlevel 0, and even then are rare.
 I haven't seen them, but I want to somewhat prepare for them anyway. -- Syela 
*/  
+/* Syela is right, but with the old fallback you don't come to a higher 
techlevel, you get many cities with barracks (cost 1 gold/round) with size 1 
(we build settlers as long it is possible) 
+ * I think a fallback shouldn't make AI incapable of action so the fallback 
should be caravans and coinage -- Pille */
 }
 
 /************************************************************************** 
@@ -408,7 +410,7 @@
           && pcity->size == 1
           && city_granary_size(pcity->size)
              > pcity->food_stock + pcity->food_surplus) {
-        /* Don't build settlers in size 1 cities unless we grow next turn */
+        /* Don't buy settlers in size 1 cities unless we grow next turn */
         continue;
       } else if (city_list_size(&pplayer->cities) > 6) {
           /* Don't waste precious money buying settlers late game

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