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[freeciv-ai] (PR#11201) Re: AI handles tech_cost_style != 0 badly
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[freeciv-ai] (PR#11201) Re: AI handles tech_cost_style != 0 badly

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To: marko.lindqvist@xxxxxxxxxxx
Subject: [freeciv-ai] (PR#11201) Re: AI handles tech_cost_style != 0 badly
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Mon, 3 Jan 2005 09:01:21 -0800
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=11201 >

> [cazfi - Fri Nov 26 00:04:43 2004]:
>   In many places AI code still assumes that tech cost is relative to 
> num_unknown_techs_for_goal(). This seems to be major problem when 
> combined with high researchcost setting. AI starts research that will 
> take very long time when equally important low level techs are 
> available.

I've gone through all usage of num_unknown_techs_for_goal() in the AI,
and found no fault with it. However, it does not calculate in the cost
of getting to a given tech when selecting tech goal. This should be fixed.

  - Per



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