[Freeciv-Dev] Re: (PR#12833) consider_settler_action simplification
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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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