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[freeciv-ai] Re: AI is really confused about wonders

[freeciv-ai] Re: AI is really confused about wonders

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To: Benoit Hudson <bh@xxxxxxxxxxxxxxxxxxx>
Cc: Lo'oris <lo_oris@xxxxxxxxxxxxx>, <freeciv-ai@xxxxxxxxxxx>, Per Inge Mathisen <per@xxxxxxxxxxx>
Subject: [freeciv-ai] Re: AI is really confused about wonders
From: Vasco Alexandre Da Silva Costa <vasc@xxxxxxxxxxxxxx>
Date: Fri, 11 Feb 2005 00:29:59 +0000 (WET)

On Thu, 10 Feb 2005, Benoit Hudson wrote:

> On Thu, Feb 10, 2005 at 02:18:52AM +0100, Lo'oris wrote:
> > the top (even losing some food if necessary), and if i can i send it
> > some caravans/freights.
> >
> > i suppose he doesn't do any of theese things :/
> The AI does, in fact, send caravans.  That said, the AI doesn't value
> the Trade tech very highly, so it doesn't get caravans until about 1000
> AD in a typical game.
> (I have a patch out to make the AI smarter about using built caravans,
> but I don't know of work to make it smarter about getting caravans).
> > i receive lots of messages of cities starting to build a wonder and
> > changing idea. He always looses large amounts of production and time
> > this way. Sometimes he also starts to build the same wonder in two
> > cities, and things like that.
> Major problem; it's been happening forever; it happened in civ2 as well.
> The reason: most things are done with local reasoning.  That is, each
> city thinks "oh, it'd be nice to have the pyramids" and starts to build
> it, all at the same time.  Then the city has some pressing need (say,
> for a defender), and it can't ask another city to fulfill it, so it has
> to switch.

I think the decision to produce global unique buildings should be made
globally at a higher level to solve this issue.

Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa

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