Author: cazfi Date: Sat Nov 15 12:29:37 2014 New Revision: 27046 URL: http://svn.gna.org/viewcvs/freeciv?rev=27046&view=rev Log: Updated README.AI
See patch #5423 Modified: branches/S2_5/doc/README.AI Modified: branches/S2_5/doc/README.AI URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/doc/README.AI?rev=27046&r1=27045&r2=27046&view=diff ============================================================================== --- branches/S2_5/doc/README.AI (original) +++ branches/S2_5/doc/README.AI Sat Nov 15 12:29:37 2014 @@ -1,6 +1,10 @@ ============== THE FREECIV AI ============== + +This document is about freeciv's default AI. Freeciv supports also +using custom AI modules, though at the time of writing none exist. +See README.AI_modules about support of custom modules. CONTENTS @@ -50,6 +54,9 @@ to read the archives. +Currently freeciv-...@gna.org is used for all discussion about freeciv +development. + LONG-TERM AI DEVELOPMENT GOALS ============================== @@ -241,8 +248,7 @@ The AI's diplomatic behaviour is current only regulated by the 'diplomacy' server setting. -In default rules, the AI starts out in NO_CONTACT mode, and proceeds -to NEUTRAL on first-contact. +AI proposes cease-fire on first contact. AI is not very trusting for NEUTRAL and PEACE modes, but once it hits ALLIANCE, this changes completely, and it will happily hand over @@ -272,11 +278,13 @@ DIFFICULTY LEVELS ================= -There are currently five difficulty levels: 'novice', 'easy', 'normal', -'hard' and 'experimental'. The 'hard' level is no-holds-barred, -while 'normal' has a number of handicaps. In 'easy', the AI -also does random stupid things through the ai_fuzzy function. The -'experimental' level is only for coding - you can gate new code +There are currently six difficulty levels: 'novice', +'easy', 'normal', 'hard', 'cheating', and 'experimental'. +The 'hard' level is no-holds-barred. 'Cheating' is the same +except that it has ruleset defined extra bonuses, while 'normal' +has a number of handicaps. In 'easy', the AI also does random stupid +things through the ai_fuzzy function. The 'experimental' level is +only for coding - you can gate new code with the H_EXPERIMENTAL handicap and test 'experimental' level AIs against 'hard' level AIs. In 'novice' the AI researches slower than normal players. @@ -309,9 +317,6 @@ * Locally_zero_minimap is not implemented when wilderness tiles change. * If no path to chosen victim is found, new victim should be chosen. -* AI doesn't know how to make trade routes or when. It should try to -build trade routes for its best cities (most building bonuses and -least corruption) by moving caravans there and changing homecity. * Emergencies in two cities at once aren't handled properly. * Explorers will not use ferryboats to get to new lands to explore. The AI will also not build units to explore new islands, leaving huts alone. _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits