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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: "Peter Schaefer" <peter.schaefer@xxxxxxxxx>
Date: Tue, 14 Jun 2005 11:56:49 -0700
Reply-to: bugs@xxxxxxxxxxx

<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:
> 
> <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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