Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2003:
[Freeciv-Dev] Re: (PR#4119) Reducing want when we AI has many units
Home

[Freeciv-Dev] Re: (PR#4119) Reducing want when we AI has many units

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#4119) Reducing want when we AI has many units
From: "ChrisK@xxxxxxxx" <ChrisK@xxxxxxxx>
Date: Wed, 30 Apr 2003 09:20:13 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, Apr 30, 2003 at 06:07:55AM -0700, Thomas Strub wrote:
> 
> AI doesn't stop building something after it has much of that unit. I
> think with every unit AI has on a certain spot/area the want should be
> reduced to a lower value and at the end to coinage. (when AI has enough
> caravans to build max_traderoutes for every city and all wonders are
> build AI should stop building caravans)
> 
> For military units. When we have enough units to kill all enemy units 10
> times we should stop building them. 
> 
> At the end of AI games there are allways thousands of useless units
> which make the game slow.

Related issue: AI should disband obsolete units.

Christian

-- 
Christian Knoke     * * *      http://www.enter.de/~c.knoke/
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



[Prev in Thread] Current Thread [Next in Thread]