[Freeciv-Dev] Re: (PR#7129) server-side CMA uses bad parameters
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://rt.freeciv.org/Ticket/Display.html?id=7129 >
On Sun, Dec 21, 2003 at 02:29:15PM -0800, Jason Short wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7129 >
>
> Mark Metson wrote:
> > I hate the way the automation assigns
> > workers to tiles. Makes me have to micromanage constantly. Arg. I have
> > tried a couple of times to use the CMA to do it but so far I haven't
> > figured out how to make it do what I want so I still end up just
> > micromanaging everything. Every turn I check every city that is about to
> > grow to make sure it won't go into revolt and every city that did grow to
> > make sure the new worker wasn't put someplace stupid such as out at sea
> > instead of on a tile that has some production. Part of why I can't play
> > public games on the pubserver: it takes way too long to do each turn,
> > those guys dont have enough patience they seem to be looking for a hand
> > eye co-ordination game not a strategic game.
>
> I agree that the parameters for the server-side CMA are no good. They
> are heavily weighted toward trade. In fact CMA itself is inherently
> biased toward trade since trade is fundamentally double-counted (once as
> trade, which nobody should care about, and once as science/luxury/tax).
Just set trade very low, then the CMA works very good.
See README.CMA
Christian
--
Christian Knoke * * * http://cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
[Prev in Thread] |
Current Thread |
[Next in Thread] |
- [Freeciv-Dev] Re: (PR#7129) server-side CMA uses bad parameters,
Christian Knoke <=
|
|