<URL: http://bugs.freeciv.org/Ticket/Display.html?id=37592 >
"Per I. Mathisen" <[EMAIL PROTECTED]> wrote:
>> Good idea. Many times the designers of European board/card
>> games do a good job of creating well balanced games.
>Don't forget the Australians! They produce some of the best board games
I wasn't aware of that. But I didn't intend to slight any
particular continent. :-) I meant the word "European" in the sense
that it is (was?) frequently used in rec.games.board.
>In a similar vein, I think all possibilities to "rush" at victory
>conditions should be high risk to opponent's counter-strategies.
>However - this depends on other players being able to see what you are
>doing, which is very hard in Freeciv at the moment. There needs to be a
>way to correct that.
As a starting point, how about a "scoreboard" for each victory
point? I'm thinking of reports similar to the "greatest cities"
report, except that they would cover other things. There could be
a report showing the top 5 contenders for "longest road", another
showing the top 5 contenders for "largest palace", etc.
>>> I sympathize with this idea, but I suspect this would be a performance
>>> killer with the way city production is calculated currently.
>> I expected that too, but I didn't see much difference. Granted,
>> this was on small maps. OTOH, my code was pretty crude and it could
>> probably be made more efficient by a better programmer than me.
>This is made very complicated by the way CM(A) calculates benefits. We
>will need to cache it somehow, or things will get rather ugly. Or things
>will get inaccurate.
IIRC, it turned out to be simpler than I had anticipated. That's
because it was a one for one replacement of the distance from the
capital. PF distance was substituted for "real map distance".
IIRC, everything else (in the CM(A)) stayed the same.
>I would be interested in seeing how you programmed it, though. So please
>post a patch, even if it is not pretty ;)
I'm will do that. I've been working on finding and assembling
the pieces today.
I should warn you that my patches were applied to trunk version
11656. Further, Benedict Adamson's AI patch (RT#14923?) was applied
to that. Then my patches were applied on top of that.
That said, I don't remember any overlap between my code and
Adamson's. But the line number offsets might be substantially
different in some files.
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