Author: cazfi
Date: Sat Nov 15 12:29:44 2014
New Revision: 27047

URL: http://svn.gna.org/viewcvs/freeciv?rev=27047&view=rev
Log:
Updated README.AI

See patch #5423

Modified:
    branches/S2_4/doc/README.AI

Modified: branches/S2_4/doc/README.AI
URL: 
http://svn.gna.org/viewcvs/freeciv/branches/S2_4/doc/README.AI?rev=27047&r1=27046&r2=27047&view=diff
==============================================================================
--- branches/S2_4/doc/README.AI (original)
+++ branches/S2_4/doc/README.AI Sat Nov 15 12:29:44 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.


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