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[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro
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[freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat pro

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Subject: [freeciv-ai] Re: (PR#7007) CM speedup patch: pruning on primary stat production
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Mon, 19 Jul 2004 13:55:43 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7007 >

On Mon, Jul 19, 2004 at 12:17:34PM -0700, Per Inge Mathisen wrote:
> Moo1 and Moo2 did not have city tiles at all, only specialists.

Good point.  We'd probably do better with MOO mode using a specialized
code, with some common functions factored out.  The problem in that case
is far simpler: the same complexity as checking ONE combination in the
current CM code!

I don't know MOM, but it sounds like the same logic applies there.

One thing about MOO is that you have a lot more civ-wide requirements,
what with automatic food transport.  That suggests a very different
approach.

> 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.

And absolutely horribly with the current code, since the workers get
rearranged any time anything changes.  But that's a separate problem.

        -- Benoît




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