Author: cazfi Date: Thu Apr 9 23:25:35 2015 New Revision: 28752 URL: http://svn.gna.org/viewcvs/freeciv?rev=28752&view=rev Log: Renamed README.cma as README.governor
See patch #5965 Added: branches/S2_5/doc/README.governor - copied unchanged from r28743, branches/S2_5/doc/README.cma Removed: branches/S2_5/doc/README.cma Modified: branches/S2_5/doc/Makefile.am Modified: branches/S2_5/doc/Makefile.am URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/doc/Makefile.am?rev=28752&r1=28751&r2=28752&view=diff ============================================================================== --- branches/S2_5/doc/Makefile.am (original) +++ branches/S2_5/doc/Makefile.am Thu Apr 9 23:25:35 2015 @@ -13,10 +13,10 @@ README.AI_modules \ README.agents \ README.attributes \ - README.cma \ README.delta \ README.effects \ README.fcdb \ + README.governor \ README.graphics \ README.nations \ README.packaging \ Removed: branches/S2_5/doc/README.cma URL: http://svn.gna.org/viewcvs/freeciv/branches/S2_5/doc/README.cma?rev=28751&view=auto ============================================================================== --- branches/S2_5/doc/README.cma (original) +++ branches/S2_5/doc/README.cma (removed) @@ -1,228 +0,0 @@ - - Citizen Governor (aka Citizen Management Agent, or CMA) -================================== - -The CMA is a rather new tool built into the GTK+ client of Freeciv -version 1.12.1. It is designed to help you manage your cities, i.e. -deploy the workers on the available tiles around (or make them -scientists, taxmen, or even entertainers), to get the most out of the -city. You can switch the CMA on or off at any time for any city, but -there are some handicaps (explained below), if you have CMA'd and -non-CMA'd cities nearby. In any case you need an actual 1.12.1 or -above server; the CMA won't run with server version 1.12.0. - -The heart of CMA is an optimizing algorithm, that tries to deploy the -workers of a city in such a way, that a user-defined goal is achieved -as much as possible. You know probably, there is already a kind of -optimizing, when you open a city, and click on the center tile (the -city symbol) of the mini map. This optimization tries to maximize -mostly the science output; but it doesn't care about disorder. - -The new City Management Agent goes far beyond this old form of -optimizing. First, it performs this task every time anything changes -with the city. If the city grows or shrinks, troops go in or out, -tiles get irrigation or mining, or are occupied by an enemy, the CMA -becomes active. Second, it supports all kinds of optimizing, like -production (shields), gold, science, or luxury. Third, it gives the -player a fine-grained control over this, with the possibility of -setting constraints for any kind of city output. The latter includes -the constraint of celebration, which makes it very easy to let your -cities grow, even in harder times. The forth, and probably most -valuable thing in war times, is that is keeps your cities content, -preventing them from revolt. - - - Usage -========= - -You can set up the CMA for a city by opening the city window and -clicking on the CMA tab. On the left side, you can choose a preset for -a specified goal, on the right side you can specify more complex goals -by moving the sliders. You can choose a preset at first, and then -modify it. Once you have created a new setting, you can add a preset -name for it. This is not required, but very useful, since you can -watch and even change the city's setting from within the city report, -if it is given a name. Don't forget to save settings (in the Game -menu), when you've created new presets. - -The sliders are of two kinds: the rightmost sliders are factors, which -gauges how much one product is worth compared to the others (e.g how -much shields are worth with respect to everything else). The leftmost -sliders are constraints: you can command the city not to lose food, -e.g. by setting the surplus constraint to zero; and you can allow the -city to lose gold by setting the gold surplus to -3 e.g., and urge -them to make at least 5 shields per round by setting the production -surplus to 5. The most powerful constraint, though, is the Celebrate -constraint, which makes the city celebrate at once (which usually takes -effect the round after you change it). - -It is obvious that the CMA can't fulfill all these constraints in -every case. Whenever the constraints can't be fulfilled, the CMA quits -its service for that city, giving a message: "The agent can't fulfill -the requirements for Berlin. Passing back control." You then have the -choice of either managing the city on your own (which has some -drawbacks, see below), or open that city and change the surplus -requirements so that they can be fulfilled. - -When you have made a setup for a city, you need to click on -"Control city" to switch on the CMA. If this button's text is greyed, -either the CMA is already active, or the task is impossible. In the -latter case you see dashes instead of numbers in the results block. -If you ever want to switch off the CMA deliberately, click "Release -city". - - - Advanced Usage -================== - -There is not much experience using the CMA yet, but some common -remarks may be helpful. Usually the goal(s) of your cities depend on -the phase your game is in, whether you want to spread widely, grow -quickly, research advanced techs or wage war. You may want to set up a -high factor for science to research, or a high shields factor to -produce units. The highest factor available is 25, that means: if the -shields factor is set to 25, and other to 1, the CMA prefers a single -shield over 25 gold (or trade also). This is pretty much because money -can buy units too. That also means that the CMA is indifferent about -producing gold, science, luxury, and food; but when you wage war, you -usually prefer gold or luxury. So it's probably a good idea to set a -second (or even third) preference for the city's output, e.g. gold -factor 5. That still prefers 1 shield over 5 gold (and 1 gold over 5 -food or anything else). - -Constraints aren't useful in all cases. If you want a high income, -it's probably better to set the gold factor to 25, than to set a -minimal surplus of 5 or so. Because a big city can make more gold than -a small one, you'd end up setting a different surplus for each city. - -However, if the shields surplus of a city is below zero, it cannot -support all of its units any more. You will lose some of the units the -city supports. If the food surplus is negative, the city will starve -and eventually (when the granary is empty) shrink. This may be -intended, but if the city supports any settlers, you will lose them -before the city shrinks. Constraints can also have a warning function. - -Which constraints can be fulfilled depends widely on the global -science, tax, and luxury rates. E.g. a gold surplus >= 0 is easier to -fulfill with a higher tax rate than a lower one. You should always -consider to change these rates, when you going to change the CMA -settings for the most of your cities. - -Hint: To avoid accidentally releasing your cities, when you change the -rates, it is best to do so from within the tax dialog rather than from -the rates display in the main window. - - - Drawbacks -============= - -The CMA is a very powerful tool, which not only releases you from the -micromanagement of your cities, but gives you more performance than -you have ever seen (well, for most players). - -There are some drawbacks, though. Once you've switched on the CMA, it -grabs any good tile it can get. So you encounter very hard times -trying to manage a city nearby a CMA-controlled one. This is true for -the city window and the main map worker's interface as well. If you -want to have CMA-controlled and "handmade" cities, they probably -should be on different islands. - -There are several situations where the CMA can't fulfill the -requirements just temporarily, e.g. when you move a ship from one city -to another, or when an enemy walks through your country. The CMA -passes back control in these cases, and you have to reenable it -manually. A general approach to prevent this might be, to set the -minimal surpluses as low as possible (-20). Of course you must be -careful with the food and shield surpluses. - -While the CMA does a really good job for a single city, no tile will -ever be released for the good of another city. Also, the CMA'd cities -are computed in a more random order; the results may depend on it and -change, when a recalculation is done (when tax changes e.g.). So, no -guarantee is given that the overall results are always optimal. - - - Settings file -================= - -The client allows the user to load and save preset parameters for the -agent. Choosing "Save Settings" from the "Game" menu will not only -save your general options and message options, but it will save any -changes you made to you CMA presets as well. - -The format for the options file (usually ~/.freeciv-client-rc-X.Y , where X.Y -is the version of freeciv in use) is as follows (in case you which to change -these presets manually, i.e. with a text editor). - -Under the heading [cma], is a "number_of_presets". This should be set -to the number of presets that are present in the options file. If you -manually add or remove a preset, you need to change this number as -appropriate. - -After this, is an array that houses the presets. Here is the header: - -preset={ "name","minsurp0","factor0","minsurp1","factor1","minsurp2", -"factor2","minsurp3","factor3","minsurp4","factor4","minsurp5", -"factor5","reqhappy","factortarget","happyfactor" - -so the order of the preset should be as follows: - -name of preset, minimal surplus 0, factor 0, ... , -require city to be happy, what the target should be [0,1], -the happiness factor - -Currently there are 6 surpluses and factors. They are: -0 = food, 1 = production, 2 = trade, 3 = gold, 4 = luxury, -5 = science - -Also currently, "factortarget" is not changeable within the client, -see "client/agents/cma_core.h" for more information. - -The array should be terminated with a '}'. - -Here are 21 presets you can use if you can't come up with some on -your own: - -"Max food",0,10,0,1,0,1,0,1,0,1,0,1,0,0,1 -"Max production",0,1,0,10,0,1,0,1,0,1,0,1,0,0,1 -"Max trade",0,1,0,1,0,10,0,1,0,1,0,1,0,0,1 -"Max tax",0,1,0,1,0,1,0,10,0,1,0,1,0,0,1 -"Max luxury",0,1,0,1,0,1,0,1,0,10,0,1,0,0,1 -"Max science",0,1,0,1,0,1,0,1,0,1,0,10,0,0,1 -"+2 food",2,1,0,1,0,1,0,1,0,1,0,1,0,0,1 -"+2 production",0,1,2,1,0,1,0,1,0,1,0,1,0,0,1 -"+2 trade",0,1,0,1,2,1,0,1,0,1,0,1,0,0,1 -"+2 gold",0,1,0,1,0,1,2,1,0,1,0,1,0,0,1 -"+2 luxury",0,1,0,1,0,1,0,1,2,1,0,1,0,0,1 -"+2 science",0,1,0,1,0,1,0,1,0,1,2,1,0,0,1 -"Max food no gold limit",0,10,0,1,0,1,-20,1,0,1,0,1,0,0,1 -"Max production no gold limit",0,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"Max trade no gold limit",0,1,0,1,0,10,-20,1,0,1,0,1,0,0,1 -"Max gold no gold limit",0,1,0,1,0,1,-20,10,0,1,0,1,0,0,1 -"Max luxury no gold limit",0,1,0,1,0,1,-20,1,0,10,0,1,0,0,1 -"Max science no gold limit",0,1,0,1,0,1,-20,1,0,1,0,10,0,0,1 -"Max food+prod. no gold limit",0,10,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"Max food+prod.+trade",0,10,0,10,0,10,0,1,0,1,0,1,0,0,1 -"Max all",0,1,0,1,0,1,0,1,0,1,0,1,0,0,1 - -here are 6 more that have been added as an afterthought: - -"+1 food, max prod. no gold limit",1,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"+2 food, max prod. no gold limit",2,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"+3 food, max prod. no gold limit",3,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"+4 food, max prod. no gold limit",4,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"+5 food, max prod. no gold limit",5,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 -"+6 food, max prod. no gold limit",6,1,0,10,0,1,-20,1,0,1,0,1,0,0,1 - -and even more, some with multiple goals: - -"research at any cost",0,1,0,5,-20,1,-20,1,-20,1,-20,25,0,0,1 -"celebration and growing",1,1,0,25,-20,1,-20,12,-20,1,-20,1,1,0,1 -"grow at any cost",1,25,0,5,-20,1,-20,1,-20,1,-20,5,0,0,1 -"research and some shields",0,1,0,8,0,1,-3,1,0,1,0,25,0,0,1 -"shields and a bit money",0,1,0,25,0,1,-3,3,0,1,0,1,0,0,1 -"many shields and some money",0,1,0,25,0,1,0,9,0,1,0,1,0,0,1 -"shields and some research",0,1,0,25,0,1,-2,1,0,1,0,8,0,0,1 -"celebrate and grow at once",1,1,0,25,-20,1,-20,1,-20,1,-20,8,1,0,1 - -Last updated: 9 Jan 2002 _______________________________________________ Freeciv-commits mailing list Freeciv-commits@gna.org https://mail.gna.org/listinfo/freeciv-commits