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