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[Freeciv-Dev] Re: Ruleset Development - improvements
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To: Petr Baudis <pasky@xxxxxxxxxxx>, Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Cc: Josh Cogliati <jjc@xxxxxxxxxxxxxxxxxxxxxxxxx>, freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Ruleset Development - improvements
From: Andrew Sutton <ansutton@xxxxxxx>
Date: Tue, 4 Dec 2001 10:24:55 -0500

On Tuesday 04 December 2001 10:20 am, Petr Baudis wrote:
> That's very nice to say, but much harder to implement. Basically, it's
> pretty hard to tell it universally what granary does, what leonardo
> workshop does and what magellan's does. Not mentioning city walls or even
> palace. You need either a heap of capabilities similiar to the ones units
> have, or some scripting language embedded into the ruleset, and you should
> be able to modify desire of particular building that way.

actually, that's not entirely true. each improvement (not wonder mind you) 
works toward some benefit inside a city. they can be distinctly categorized 
by what the iprove.
        - city growth
        - happiness
        - production
        - science
        - trade
        - others?

each building can contain information as to which of these categories it 
belongs to. the ai, when figuring out what to build can consider what it 
deems is important to the city.

an alternative, and possibly better management idea is the concept of 
governers. a governer controls the default production within a city for both 
ai and human players (at least in civ3 it does). there's a little set of 
parameters that you can set that helps guide the governer.

actually, this implementation has another benefit. it breaks the ai for city 
management out into a discrete unit. so it doesn't have to be incorporated 
into the main ai code. it also provides a very useful feature to users who 
can't stand to micromanage city production (like me :)

andy


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