[Freeciv-Dev] (PR#6946) Settler AI optimization
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
undisclosed-recipients: ; |
Subject: |
[Freeciv-Dev] (PR#6946) Settler AI optimization |
From: |
"John Wheeler" <jdwheeler42@xxxxxxxxx> |
Date: |
Wed, 26 Nov 2003 08:45:44 -0800 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=6946 >
> [i-freeciv-lists@xxxxxxxxxxxxx - Wed Nov 26 09:58:16 2003]:
>
> You are proposing two things here.
>
> 1) optimize the path-finding (used by the settlers but also by other
> units) by specially considering railroads (nets)
>
> 2) change how settlers build railroads so that settlers build an
> interconnected railroad net.
>
> The first is possible but I don't think that the cost/benefit ratio is
> very good.
>
> The second is more for the AI guys. There were a similar proposal
> (PR#1065 with the thread not in RT but with subject "AI can build
> railway-system" in Nov 2001). It got rejected since the AI also has to
> learn to defend this network. Otherwise the enemy would have an easy
> task.
I agree the first probably isn't worthwhile, but if the second were
implemented in autosettler, I would be much more inclined to use them.
I find (at least playing against the AI) that a minimal rail network is
actually easier for defense, because the enemy can't "ride the rails"
nearly as much, when most intersections are at (well defended) cities.
The only caveat is that I do build railroads through hills, mountains,
and other high shield areas to get the bonus. These then become the
backbone for my rail network.
--
++JohnWheeler
|
|