Complete.Org:
Mailing Lists:
Archives:
freeciv-ai:
April 2003: [freeciv-ai] Re: Help offered, and a possible bug |
[freeciv-ai] Re: Help offered, and a possible bug[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
On Wed, Apr 23, 2003 at 10:30:11AM +0000, Per I. Mathisen wrote: > On Tue, 22 Apr 2003, Juhani Heino wrote: > > In my last game (against 3 hard AIs) a big chunk of my continent > > (over 100 tiles) remained uninhabited. I didn't need any > > more cities, so I let it be. In the end of the game it was still > > empty. There was some dispute between the AI (Estonia) that was > > originally there, and an invader, but it seemed to be "cold war" > > enough that they would find time to build settlers and some escort. > > Estonianseven had two units guarding my border city, so they must > > have had knowledge of the land in between. Estonia remained the > > poorest nation, so it would have benefited lots from extra cities. > > Yes, the AI settler code isn't optimal. Far from it. I've attached 3 savegames as an example. Without any special options, with a lot of settling area around, without being attacked [1] or else, the Catalan empire ruled by hard AI consists, after 4000 years, of three cities. Christian [1] Well, that's not quite true. I've attacked them once or twice right in the beginning. P.S.: Parts of the games have been played with veteran patch. -- Christian Knoke * * * http://www.enter.de/~c.knoke/ * * * * * * * * * Ceterum censeo Microsoft esse dividendum.
civgame-3500.sav.gz
civgame-1000.sav.gz
civgame-0150.sav.gz
|