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[freeciv-ai] Re: [Freeciv-Dev] (PR#8609) AI builds too much aqueducts
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[freeciv-ai] Re: [Freeciv-Dev] (PR#8609) AI builds too much aqueducts

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [freeciv-ai] Re: [Freeciv-Dev] (PR#8609) AI builds too much aqueducts
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 28 Apr 2004 03:10:03 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8609 >

On Tue, 27 Apr 2004, Marko Lindqvist wrote:
> Maintenance cost for aqueduct is 2/turn. When city is alredy size 8,
> unused squares around it are 'ok' at best. If city ever grows only to
> size 9 (or 10, at least if additional population point is just elvis),
> per turn expences from aqueduct are bigger than advantages.
> AI does not consider this, at least it have usually built aqueduct even
> if its cities overlap so greatly that there is no free squares to grow
> beoynd size 9 (or 10).
> It probably doesn't make much good to only check if there is free
> squares enough when considering building aqueduct :(
> When (all) cities around are size 8, there is plenty of free squres
> around and _all_ cities might start building aqueducts,even if there is
> enough squares only for one. This would probably require some inter-city
> coordination.
...
> Also note, that had AI built certain other buildings, building also
> aqueduct might make sense. If there is alredy library, increase of one
> point in base trademay translate to increase of two points in sciense, etc.

Thanks. I will keep this in mind as I rewrite this code to work with gen
eff. This will not be fixed in the current code, however, as it will be
pretty much all replaced.

  - Per




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