[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=7007 >
On Mon, 19 Jul 2004, Benoit Hudson wrote:
> The current CM code assumes:
> (food, shields, trade) = f(sum of worked tiles)
> gold = f(trade, taxmen)
> sci = f(trade, scientists)
> lux = f(trade, elvises)
> (where 'f' means 'function of' but not all the same function).
> Furthermore, it assumes that all the functions are monotone increasing,
> and that the evaluation function (the 'factor' fields) is itself
> monotone increasing.
> My patch was adding the assumption that
> food = f(sum of food on worked tiles)
> etc.The current code says that it doesn't matter which tiles you use,
> all that matters is when you sum their food/shields/trade.But then the
> food surplus might at the moment depend on all three of f/s/t that you
> produce from tiles.My code was going to encode the fact that in civ1/2
> and CTP, food surplus does not depend on shields or trade produced.I
> don't know MoM, but MOO/MOO2 had this assumption as well, locally for a
> city (although there were complications with shipping food around and
> selling the galaxy-wide surplus).
In Moo2 and MoM (don't remember Moo1), specialists produced the food and
the shields. In MoM, all tiles within city radius automatically gave some
bonuses to a city's production in percentages. Moo1 and Moo2 did not have
city tiles at all, only specialists.
It may be possible to incorporate all these into CM somehow, but I suspect
at the expense of some speed.
PS The MoM model is very nice. No fiddling with placing individual workers
around, which is a micromanagement activity which really scales poorly
when you do it manually. All tiles are used automatically, making smallpox
much less interesting.