Complete.Org: Mailing Lists: Archives: freeciv-ai: August 2004:
[freeciv-ai] Re: (PR#9623) worker-unit want is too high

[freeciv-ai] Re: (PR#9623) worker-unit want is too high

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [freeciv-ai] Re: (PR#9623) worker-unit want is too high
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Wed, 11 Aug 2004 05:09:22 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: >

On Tue, 10 Aug 2004, Jason Short wrote:

> <URL: >
> The simple solution is to just divide the want by some value.  10 comes
> to mind, although this isn't the amount that the want has been increased
> by (decreasing the turns-to-build by x10 changes the output of ammortize
> in an inconsistent way).
> A better solution might be an exponent - like taking the square root of
> the want.  This will decrease high wants while having a smaller effect
> on low wants.
> But I really have no idea what the scale or units of the "want" is.  I
> suspect there is no constant scale...which is bad.

A watched some games and must admit that it doesn't look half bad.  AI
just builds some workers -- that's not a bad thing.  It actually seems
quite benefitial.


[Prev in Thread] Current Thread [Next in Thread]