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[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#8474) clean up road_bonus()

[freeciv-ai] Re: [Freeciv-Dev] Re: (PR#8474) clean up road_bonus()

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To: use_less@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] Re: (PR#8474) clean up road_bonus()
From: "rwetmore@xxxxxxxxxxxx" <rwetmore@xxxxxxxxxxxx>
Date: Fri, 9 Apr 2004 03:02:59 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: >

Anthony is right.
The next level of sophistication though goes something like ...

Roads tend to be built everywhere as the trade component is usually a bonus.

Railroads should be built sparingly on a much more limited number of bonus 
tiles and for connectivity purposes. Optimizing the number of railroads 
built is a good thing (TM), and thus *direct* in the sense of a simple 
straight line between cities may not be the best choice. But *direct* in the 
sense of minimum path cost is certainly a useful goal. Defensibility of the 
rail network is also useful, while some redundancy in a mature network means 
a single enemy cannot cutoff regions by ZOC overlap or occupation.


Anthony J. Stuckey wrote:

> <URL: >
> On Thu, Apr 08, 2004 at 05:27:15AM -0700, Per I. Mathisen wrote:
>>On Thu, 8 Apr 2004, James Canete wrote:
>>>should the AI think about connecting up its cities directly?
>>The argument against is that it makes it easier for enemies to conquer the
>>AI. Especially if we extend it to rail. We should at least look for ways
>>to protect the AI against quick conquest along our road/railways, since it
>>tends to keep cities unprotected when there are no enemies nearby.
>       The AI should definitely connect up cities directly.  It should be wary
> of building roads/rail near shorelines. (making a "moat" to protect against
> the aforementioned sudden appearance of enemies)  It should probably not
> build "out into the wilderness", unless there is an expectation that
> settlers will be regularly following that path very soon.

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