URL:
  <http://gna.org/bugs/?21411>

                 Summary: AI does not switch from coinage to newly available
building
                 Project: Freeciv
            Submitted by: cazfi
            Submitted on: Thu 02 Jan 2014 02:52:43 AM EET
                Category: ai
                Severity: 3 - Normal
                Priority: 5 - Normal
                  Status: None
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
                 Release: 
         Discussion Lock: Any
        Operating System: None
         Planned Release: 

    _______________________________________________________

Details:

So far this is based solely on reading the code.

- Want for buildings is recalculated only once in every 5 turns, or when ever
existing production is finished, or becomes unavailable.
- Want for buildings is 0 if some of their requirement is missing.
- Building coinage does not finish, and generally seems not to cause
recalculation of the wants
- Building coinage causes reselecting of the build target every turn, but it's
based on existing wants

To sum: If AI has no tech for some building at turn 0, it will get want 0, and
AI may end up building coinage. If building then becomes available via
researching the missing tech, want for it is not recalculated but remains 0.
When selecting new target, coinage still has higher want than building with
want 0.

At the moment I think the fix to be keeping real want even for those buildings
that cannot be built at the moment. Selecting the build target will anyway
consider available targets only.




    _______________________________________________________

Reply to this item at:

  <http://gna.org/bugs/?21411>

_______________________________________________
  Message sent via/by Gna!
  http://gna.org/


_______________________________________________
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev

Reply via email to