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[freeciv-ai] Re: (PR#9586) Bug: auto-settlers do not build farmland (dou
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[freeciv-ai] Re: (PR#9586) Bug: auto-settlers do not build farmland (dou

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To: bh@xxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#9586) Bug: auto-settlers do not build farmland (double-irrigate)
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Fri, 6 Aug 2004 05:33:46 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9586 >

On Thu, 5 Aug 2004, Jason Short wrote:

>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=9586 >
>
> > [per - Wed Aug 04 17:56:08 2004]:
> >
> > Actually, the AI knows which government it is heading towards (an ai_data
> > variable), and you can set government to this directly, do the terrain
> > improvement evaluation and then set the government back again.

I would say this is an unnecessary overcomplication.  And it might give
wrong results -- if you are in despotism and then pretend you are
democracy, you can get a big imaginary food surplus.

> Clever.  It may also be a good idea to consider as if actions in
> progress are already completed - so we don't assign all settlers mining
> grassland into forest, only to run out of food and have to transform
> them all back.

This is more useful but harder to implement.  You may also want to
consider making one grand plan for all terrain improvements and then
executing it.

But I would rather intorduce weights against grouping too many workers on
one city's territory.

G.




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