Re: (PR#10561) Re: AI starts many wonders but never finishes any
"Vasco Alexandre da Silva Costa" <[email protected]>
| Newsgroups | gmane.games.freeciv.ai |
|---|---|
| Message-ID | <[email protected]> |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=10561 > On Sat, 30 Oct 2004, Per I. Mathisen wrote: > > <URL: http://rt.freeciv.org/Ticket/Display.html?id=10561 > > > I think the fundamental problem is that attack unit want is so high that > it drowns out anything else. For example: > > want to build Darwins reise with 251 > want to build Fabrikk with 139 > want to build Resirkuleringsstasjon with 116 > want to build Stemmerett for kvinner with 249 > ... > military advisor choice: Howitzer (want 3934) > > This bloated value, and this is a rather safe city (danger is 0, urgency > for some reason is 84), both ensures we don't build any buildings, but > also that we spend way too much money on buying production with gold. > > With a little bit of deferred gratification, it could build a Factory, > then an Mfg Plant and perhaps a power plant, and could pump out attack > units at a much faster rate. > > I'm not sure how to fix this problem. If we just increase the want for > buildings, we might drown out attack units early in the game; similarly > if we reduce want for attack units. Perhaps a kind of cap on this want > is needed. Or say that every N item we build should not be an attacker. Doesn't the AI take into account existing defensive units to decrease military want? --- Vasco Alexandre da Silva Costa @ Instituto Superior Tecnico, Lisboa