Complete.Org: Mailing Lists: Archives: freeciv-ai: November 2003:
[freeciv-ai] Darwin's Voyage for Future Tech.

[freeciv-ai] Darwin's Voyage for Future Tech.

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Darwin's Voyage for Future Tech.
From: Bill Landis <blandis@xxxxxxxxx>
Date: Mon, 24 Nov 2003 15:20:24 -0500 (EST)

Greetings AI coders!

First off, I appreciate the work you do, and may even try to help out at
some point.

I'm still not quite sure why, but I wanted to see the AIs do a space race,
so I made a game with extreme settings.  Most important among these were:
2 hard ai players, no barbarians.
xsize: 200
ysize: 100
generator: 2
landmass: 15
(trying to keep them from fighting)
specials: 1000
huts: 500
gold: 5000
techlevel: 50
researchcost: 4
techpenalty: 0
foodbox: 5
(to get them as high tech as fast as possible)

First time I tried it, their islands were close together and it didn't
work.  Second time it worked perfectly with both launching maxed out ships
before 2200 BC (around the time they first met I think).

A strange thing happened along the way though.  I think both players may
have been working on the Apollo Program.  When about halfway through, one
of them switched to complete Darwin's Voyage.  I believe this yielded
Future Tech 6 and 7.

Having Darwin's Voyage available after all techs have already been
researched may be rare enough for this to be a non-issue, but it was still
pretty absurd to see it happen.  It looks like Magellan's Expedition (!?),
the Manhattan Project, Statue of Liberty, United nations, and Women's
Suffrage were all still available and could at least conceivable have been
useful.  The "Darwinite" had Hoover Dam, Michelangelo's Chapel, and the
Pyraminds, and the opponent had A.Smith, Cure For Cancer, J.S. Bach, and

[Prev in Thread] Current Thread [Next in Thread]
  • [freeciv-ai] Darwin's Voyage for Future Tech., Bill Landis <=