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[freeciv-ai] Re: (PR#3663) Re: [Freeciv-Dev] Re: (PR#3665) [PATCH] Thank
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[freeciv-ai] Re: (PR#3663) Re: [Freeciv-Dev] Re: (PR#3665) [PATCH] Thank

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To: sam+civ@xxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#3663) Re: [Freeciv-Dev] Re: (PR#3665) [PATCH] Thanks for the really addictive game, guys!
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Sun, 9 Mar 2003 05:12:58 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Sun, Mar 09, 2003 at 05:04:49AM -0800, Gregory Berkolaiko wrote:
> 
> Whatever handicap system we come up with, we need to decide how are we 
> going to solve this praticular problem:  AI researching too fast on easy 
> level.  Why this happens?  I guess because AI knows the best strategy -- 
> to go for the republic straight away.  So possible solutions might be:
> 
> 1. Tweak AI goverment selection.
> 2. Tweak AI rates selection (make it like luxury, say)
> 3. Tweak AI expansion parameters, make them dynamic, so the desire to make 
> new cities _decays_ with #of cities.
> 4. Introduce level-dependent AI research handicap.

If "AI researches too fast" is a problem, then the first step to be taken
should be to switch off the rule-breaking rates setting. Just comply to
government form. This was also another step to client side AI.

IMHO.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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