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Re: [Freeciv-Dev] Cheap aifill bug
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Re: [Freeciv-Dev] Cheap aifill bug

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To: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Cheap aifill bug
From: John Goerzen <jgoerzen@xxxxxxxxxxxx>
Date: 26 Oct 1998 18:41:47 -0600

David Pfitzner <dwp@xxxxxxxxxxxxxx> writes:

> That seems a bit complicated.  It would probably be relatively
> easy to add code to add new players, and just let them catch
> up as best they can (sort of like Civ1 when an AI player dies 
> early on and it adds a replacement).

This has some disadvantages.  The chief one is placement.  How is a
good spot determined?  What if one particular player has already
explored the map where the new one is added?  This existing player
then has a distinct advantage not only over the new player but over
other players as well.  There are other potential problems as well.



-- 
John Goerzen   Linux, Unix consulting & programming   jgoerzen@xxxxxxxxxxxx |
Developer, Debian GNU/Linux (Free powerful OS upgrade)       www.debian.org |
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