| [Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification[Top] [All Lists][Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
 
| Subject: | [Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification |  
| From: | "Brian Dunstan" <bdunstan149@xxxxxxxxx> |  
| Date: | Wed, 20 Apr 2005 06:31:04 -0700 |  
| Reply-to: | bugs@xxxxxxxxxxx |  
 
<URL: http://bugs.freeciv.org/Ticket/Display.html?id=12833 >
>    The only addition I can think of to what I wrote
> then is this:
>    Take the presence of a river into consideration. 
> E.g. mining a
>    plains tile with a river might be a good decision
> for the AI if
>    it has sufficient food from elsewhere.
The AI does this now, in the sense that it looks at
what the tile produces before and after a particular
action.  What it does not do (as far as I know) is
look at how that fits with the city's own particular
situation.  For example, some cities may be in terrain
that already produces a lot of shields (i.e. many
forest squares), so food is the what is holding them
back.  In that case irrigation should be a higher
priority.
> 2) This comment pertains to the tiles that are
> outside of a city:
> 
>    Several months ago, I played a game with
> citymindist=5.  One
>    thing I noticed (when I invaded the AI civ's
> islands) was that
>    the AI had failed to connect its cities with
> roads.  IOW the AI
>    apparently stopped building roads at the city
> limits.  If two
>    cities were further apart than 5 tiles then the
> road between them
>    was left incomplete.
> 
>    It seems to me that connecting cities with roads
> is something
>    that the AI should do.  That will be particularly
> important if
>    a corruption/waste model is implemented that is
> based not on the
>    distance between cities but on the movement
> points required to
>    travel between cities.
I believe the AI already considers the benefit from
road connectivity.   The algorithm it uses, however,
is    not very intuitive or easy to modify.  When
deciding whether to build a road on a particular tile,
it only considers the status of neighboring tiles, so
that may explain why long roads between cities
separated by many tiles do not get built.
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[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification (rev.), Brian Dunstan, 2005/04/19
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification (rev.), Peter Schaefer, 2005/04/19
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification (rev.), Brian Dunstan, 2005/04/19
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification (rev.), Brian Dunstan, 2005/04/19
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification (rev.), Brian Dunstan, 2005/04/19
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification, (Eddie Anderson), 2005/04/20
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification,
Brian Dunstan <=
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification, Peter Schaefer, 2005/04/20
[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification, Brian Dunstan, 2005/04/20
[Freeciv-Dev] (PR#12833) Re: (PR#12844) Re: consider_settler_action simplification, (Eddie Anderson), 2005/04/29
[Freeciv-Dev] Re: (PR#12833) Re: (PR#12844) Re: consider_settler_action simplification, Peter Schaefer, 2005/04/29
 
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