Re: [Freeciv-Dev] (PR#10216) AI Builds Too Many Transports
"Benedict Adamson" <[email protected]>
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10216 > I'm new here, so I'm trying to understand the code. Are the following comments correct or plausible? I guess the logic for deciding whether to build another transport has a problem. The domestic_advisor_choose_build function is the function that decides whether, but only if it is told that there is no current transport available. That information comes through pcity->ai.founder_want, and is set by the contemplate_new_city function, which uses the find_best_city_placement function. That function in turn uses aiferry_find_boat to determine whether any empty ferries can travel to the city. If there are no empty ferries, or none can travel to the city, the conclusion is that the city should build a ferry. Consider a turn on which it just so happens that there are no ferries free. Many (every?) coastal cities that want to send settlers will conclude that they must build a ferry, eventually resulting in many more ferries than necessary. The cause of this problem might therefore be that ferries should be considered a strategic resource that is managed centrally, rather than on a per-city basis. That is the subject of PR#8992.