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[freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too qu

[freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too qu

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To: sam+civ@xxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] (PR#3663) [PATCH] The AI gets tech too quickly at the easy level
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Sat, 8 Mar 2003 12:43:44 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, Mar 08, 2003 at 12:30:40PM -0800, Gregory Berkolaiko wrote:
> On Sat, 8 Mar 2003, sam+civ@xxxxxxxxxxxxxxxxxxxx wrote:
> > My first impression playing freeciv is that the AI gets tech far
> > too quickly, even at the easy level.  I also have observed, over at
> >, other people complaining that the AI gets tech too
> > quickly.  One person, who claimed to be able to beat the SMAC AI at even
> > the highest level of difficulty, expressed frustration with freeciv's
> > AI's perceived flagrant cheating.
> I object to the word "cheating".  AI does cheat in many aspects but it 
> doesn't bend rules to get techs quicker.  Well, apart from setting Science 
> to 100% from time to time, but on average it levels out ;)
> > Until then, this quick and dirty patch shows what I have in mind.  This
> > is near the end of the routine base_total_bulbs_required in tech.c.
> I have no opinion on the patch idea though.  Does anybody have better 
> ideas?

There are some ideas especially nonattacking AI and so on. easy AI
really doesn't cheat .. perhaps increasing the want of buildings instead
of settling the hole world. But beginning to handicap with magic numbers
shouldn't be the right way. 

Perhaps a tutorial to show how the people can beat AI could help too
(civintro) but i don't like the idea to handicap or boni the AI like
civ1 did (80% shields were needed, higher number of citizens happy,
random get wonders ...)

An AI should act like players and should have the same rules like the

Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
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