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[Freeciv-Dev] (PR#8609) AI builds too much aqueducts
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[Freeciv-Dev] (PR#8609) AI builds too much aqueducts

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Subject: [Freeciv-Dev] (PR#8609) AI builds too much aqueducts
From: "Marko Lindqvist" <marko.lindqvist@xxxxxxxxxxx>
Date: Tue, 27 Apr 2004 14:32:07 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8609 >


  Maintenance cost for aqueduct is 2/turn. When city is alredy size 8, 
unused squares around it are 'ok' at best. If city ever grows only to 
size 9 (or 10, at least if additional population point is just elvis), 
per turn expences from aqueduct are bigger than advantages.
AI does not consider this, at least it have usually built aqueduct even 
if its cities overlap so greatly that there is no free squares to grow 
beoynd size 9 (or 10).
  It probably doesn't make much good to only check if there is free 
squares enough when considering building aqueduct :(
When (all) cities around are size 8, there is plenty of free squres 
around and _all_ cities might start building aqueducts, even if there is 
enough squares only for one. This would probably require some inter-city 
coordination.


  I have not tested current development version. Last time I saw this 
problem was when playing with development version dated last autumn. 
Serach for 'aqueduct' from changes.txt did not yield any relevant 
matches, however.

  Also note, that had AI built certain other buildings, building also 
aqueduct might make sense. If there is alredy library, increase of one 
point in base trade may translate to increase of two points in sciense, etc.


  - Caz




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