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[freeciv-ai] Re: (PR#10561) Re: AI starts many wonders but never finishe
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[freeciv-ai] Re: (PR#10561) Re: AI starts many wonders but never finishe

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To: dj67@xxxxxxxxxxxxxxxx, jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [freeciv-ai] Re: (PR#10561) Re: AI starts many wonders but never finishes any
From: "Vasco Alexandre da Silva Costa" <vasc@xxxxxxxxxxxxxx>
Date: Sat, 30 Oct 2004 15:11:22 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10561 >

On Sat, 30 Oct 2004, Per I. Mathisen wrote:

>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10561 >
>
> I think the fundamental problem is that attack unit want is so high that
> it drowns out anything else. For example:
>
> want to build Darwins reise with 251
> want to build Fabrikk with 139
> want to build Resirkuleringsstasjon with 116
> want to build Stemmerett for kvinner with 249
> ...
> military advisor choice: Howitzer (want 3934)
>
> This bloated value, and this is a rather safe city (danger is 0, urgency
> for some reason is 84), both ensures we don't build any buildings, but
> also that we spend way too much money on buying production with gold.
>
> With a little bit of deferred gratification, it could build a Factory,
> then an Mfg Plant and perhaps a power plant, and could pump out attack
> units at a much faster rate.
>
> I'm not sure how to fix this problem. If we just increase the want for
> buildings, we might drown out attack units early in the game; similarly
> if we reduce want for attack units. Perhaps a kind of cap on this want
> is needed. Or say that every N item we build should not be an attacker.

Doesn't the AI take into account existing defensive units to decrease
military want?

---
Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa






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