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[Freeciv-Dev] Re: patch 4: ai passive diplomacy + alliances fixes + new
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[Freeciv-Dev] Re: patch 4: ai passive diplomacy + alliances fixes + new

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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: patch 4: ai passive diplomacy + alliances fixes + new difficulty level (PR#1277)
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Sat, 2 Mar 2002 16:08:58 +0100 (MET)

On Sat, 2 Mar 2002, Mark Metson wrote:
> > No, we skip enemy players from the iteration loop that considers
> > possible trade routes here. Enemy players are not considered.
>
> Huh? Why would you NOT establish trade routes with enemy civs? DO trade
> routes no longer benefit ONLY the establisher of them? (Presumably like
> the opium trade, the heroin trade, the cocaine trade etc?)
>
> I have no experience of Civ2 at all, but in Civ1 you get so much more
> income from trade with enemy cities I dont bother trading with friends at
> all if I can help it, waste of a good caravan that could trade with an
> enemy or build a wonder.

AFAIK, in civ2 and freeciv default trade routes benefit the player on the
other end as well.

But even if that wasn't the case: Remember that you are smart, and the AI
is not. It would waste its caravans trying to get into enemy cities.

Yours,
Per

"What we anticipate seldom occurs: but what we least expect generally
happens." -- Benjamin Disraeli



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