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

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

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To: per@xxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#5633) Order of AI activities.
From: "Jason Short" <jshort@xxxxxxxxxxxxxx>
Date: Sun, 14 Sep 2003 17:57:43 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Sat, 13 Sep 2003, Christian Knoke wrote:

> On Fri, Sep 12, 2003 at 02:12:02PM -0700, Gregory Berkolaiko wrote:
> > On Fri, 12 Sep 2003, Christian Knoke wrote:
> >
> > 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.
> Buying units, the AI will run out of money quickly. Mayby it should be able
> to issue Goto commands just before end of turn, which are then executed at
> the beginning of next turn?

Yes, the AI should be able to do anything except actively move units
during this phase.

This doesn't lead to double-moves, since the human player gets to move
between any two AI unit turns anyway (note the goto execution uses the
AI's MP for the beginning of the next turn).


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