Complete.Org: Mailing Lists: Archives: freeciv-ai: September 2003:
[freeciv-ai] Re: (PR#5633) Order of AI activities.
Home

[freeciv-ai] Re: (PR#5633) Order of AI activities.

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#5633) Order of AI activities.
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Fri, 12 Sep 2003 14:12:02 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Fri, 12 Sep 2003, Christian Knoke wrote:

> Can you make it like this?
> 
> In the beginning of turn, all goto is processed (clients and AI)
> Then AI moves
> Then Client phase
> Then AI makes decisions (about cities, taxes, science ...)
> Then the turn change is calculated.
> 
> Save is only possible in Client phase.
> Autosave happens after AI has moved.
> 
> This will remove double-move problem.
> This will remove the AI activities that happen when you load a game.
> This will remove the inconsistency between running and reloaded games.
> This will be good for AI since it can make their decisions at the latest
> possible moment.

And this is what my patch actually does :)

> But it is possible to annoy the AI by occupying worked tiles.
> And it is possible to shoot an AI city empty and enter with goto next turn.

No it is not, since the AI will buy a new unit and it will grow in the 
city at the turn change.  Well, a good AI will do that.

G.




[Prev in Thread] Current Thread [Next in Thread]