[Freeciv-Dev] (PR#14923) Stupid AI Building Wants
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<URL: http://bugs.freeciv.org/Ticket/Display.html?id=14923 >
The computation of building_want by the AI is questionable in some cases.
The AI subtracts part of an improvement's production cost from its
building_want score for that improvement. It should instead be
amortising by the production time.
The AI ignores the upkeep cost when computing want; arguably this is
more important than the production cost.
The AI considers the presence of an entertainer (Elvis) to be just as
bad as an unhappy citizen. Entertainers probably ought to score worse,
because each entertainer is also a loss in production.
The AI considers a Granary (EFT_GROWTH_FOOD effect) to be more
worthwhile in cities with large food surpluses. That is possibly the
wrong way around; Granary helps a city grow faster, which is most
helpful in cities that grow slowly because they have a low food surplus.
Airports (EFT_AIRLIFT effect) are most useful for empires with many
cities and relatively few land units, because the land units must move
to the threatened cities. The AI, however, computes a want proportional
to the number of land units. Note that the AI uses airlifts only to help
defend cities.
The want for the protection that city walls afford the civilians inside
(EFT_UNIT_NO_LOSE_POP effect) depends on the number of units in the
city, which makes no sense to me. The effect is most useful for very
small cities, which are in danger of being destroyed because of civilian
casualties.
The want for barracks (EFT_VETERAN_BUILD effect) depends on the number
of units in the entire empire. An AI with a large empire will want to
build barracks everywhere, even in cities that are not productive enough
to be useful. The building want should depend on how productive the city
is: its shields surplus.
The computation of the want for Leonardo's Workshop (EFT_UPGRADE_UNIT
effect) multiplies the existing want value (v), rather than adding to
it. This is unlike any other effect and means that, if an improvement
had multiple effects, one of which was EFT_UPGRADE_UNIT, the
building_want for that improvement would depend on the (essentially
arbitrary) order that those effects were examined: a Bad Thing.
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