per: Rewriting larger portions of the AI diplomacy c...

[email protected] Thu, 4 Aug 2005 09:31:04 -0700
Newsgroups gmane.games.freeciv.cvs
Message-ID <[email protected]>
This is an automated notification of a change to freeciv cvs, 
on Thu Aug  4 09:26:12 PDT 2005 = Thu Aug  4 16:26:12 2005 (GMT)
by  <[email protected]>

---- Files affected:

freeciv/ai advdiplomacy.c advdiplomacy.h aicity.c aidata.c aidata.h aihand.c ailog.c ailog.h aitools.c aitools.h aiunit.h
freeciv/server plrhand.c savegame.c

---- Log message:
      Tag: HEAD

Rewriting larger portions of the AI diplomacy code, in order to get rid of the 'lobster 
logic' (always attack the stronger player) approach. Instead, the AI becomes 
opportunistic and greedy on players with lots of cities and little defense, and is 
influenced 'emotionally' by players who are nice to it throughout the game.

The previous concept of countdown torwards a single war target has been replaced by a 
more general 'war footing' concept, which allows countdowns to war against multiple 
players at once. When on war footing (preparing for an attack), the AI will give 
priority to taxes (gold) and military.

It should be slower to get treaties with the AI now, but you can get peace if you really 
want, as opposed to the 'if you are the lobster, nothing helps' of the current code.

The AI will now inform allies when attacked or preparing for war.

Logging has been improved considerably.

See PR#13524.