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[freeciv-ai] Re: Advisors cleanup (Was: Patch Army)
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[freeciv-ai] Re: Advisors cleanup (Was: Patch Army)

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To: freeciv ai <freeciv-ai@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: Advisors cleanup (Was: Patch Army)
From: Jordi Negrevernis i Font <jorneg@xxxxxxxxxxx>
Date: Sun, 23 Feb 2003 03:37:10 +0100


En/na Gregory Berkolaiko ha escrit:

This is the idea I have:
in ai_manage_cities we currently call different advisors who often overwrite
each other's choice.  I want to change each advisor so it writes it's choice
into a separate structure and then there is a function which does comparison
between the requests (national tendencies can go here) and chooses the best one.
It is better for debugging, for putting it new advisors, for changing existing 
ones.

We should discuss initial division into advisors.  I think we should split
military into defence and attack (to be later substituted by army_advisor), but
what else? new_cities, terrain improvements, attitude, trade?  Please give your
suggestions.

   Yes, i think this is a great idea :-)

That way we can give the hability to change the type of expantion from war to creating new cities in new islands. We can give too, in the defence advisor, the concept of border cities and safe cities. That way, some of them can be more fortified and the safe ones can build attack units to counter-attack.

We can switch the ai into expansion - as explained before -. Or We can switch it to build improvements of cities - i really make cities ground as fast as i can and the ai leaves the cities at size 8 most of the time... -. So we can have 4 periods of investemts ( increase income with markeplaces-etc-courhouses, increse food production, increase production-decrease pollution, increase research). And we can tell the ai to increase trade with caravans when it wants to or when it needs more luxuries.




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