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[Freeciv-Dev] Re: (PR#13215) AI choice problems in civ1 ruleset
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[Freeciv-Dev] Re: (PR#13215) AI choice problems in civ1 ruleset

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#13215) AI choice problems in civ1 ruleset
From: "Benoit Hudson" <bh@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 12 Jun 2005 19:42:37 -0700
Reply-to: bugs@xxxxxxxxxxx

<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13215 >

On Sun, Jun 12, 2005 at 05:12:06AM -0700, Peter Schaefer wrote:
> 
> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13215 >
> 
> What if AI is on an island?

I don't see this as a problem.  The problem occurs if AI isn't allowed to
expand at this point (i.e. never on 'hard').  So it can wastefully build
and maintain a huge army; that's better (easier to defeat) than expanding.

I suppose another fix is to build settlers like mad, but not allow sending
them to build a city if the expansion rate has been exceeded; instead, it
would start irrigating or something.

Either way, we can't really be as wasteful as coinage.

        -- Benoît





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