[Freeciv-Dev] Re: (PR#13215) AI choice problems in civ1 ruleset
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=13215 >
Well the AI can build militia and disband them in the cities
On 6/13/05, Benoit Hudson <bh@xxxxxxxxxxxxxxxxxxx> wrote:
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> <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13215 >
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> On Sun, Jun 12, 2005 at 05:12:06AM -0700, Peter Schaefer wrote:
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> > <URL: http://bugs.freeciv.org/Ticket/Display.html?id=13215 >
> >
> > What if AI is on an island?
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> 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.
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> 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.
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> Either way, we can't really be as wasteful as coinage.
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> -- Benoît
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