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[Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)
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[Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)

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To: Reinier Post <rp@xxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Incorrect tech rate on ai players (PR#1078)
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Tue, 27 Nov 2001 14:41:33 +0000 (GMT)

 --- Reinier Post <rp@xxxxxxxxxx> wrote: 
> On Mon, Nov 26, 2001 at 11:46:38AM -0800, jorneg@xxxxxxxxxxx wrote:
> > Full_Name: Jordi Negrevernis i Font
> > Version: 1.11.2
> > Distribution: Windows binary
> > Client: Gtk+
> > OS: Win98
> > Submission from: (NULL) (62.174.74.188)
> > 
> > 
> > The ai players get rates of 100% of tech when playing with the
> republic!!!!
> > 
> > When you get the control of player doing 'aitoggle XXX' the client or
> server
> > says 'incorrect rates corrected' or something like this.
> 
> This is one of the few ways in which the 'hard' AI players cheat.
> Another is their ability to see the whole map.

I am not claiming to have looked through all the code, but I've never
seen AI caring whether the tile is known or not.  hard or easy -- doesn't
matter.

By observing AI games I concluded that hard just expands more
rapidly/aggressively.  So I would conjecture that AI skill level is taken
into account in the settler/found new cities code.  I am sure Ross will
know more.

> Does anyone know if the meaning of the AI skill levels is documented
> anywhere?  The client help, server help, and FAQ don't seem to mention
> it.
> 
> -- 
> Reinier
>  

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