Follow-up Comment #3, bug #21640 (project freeciv): After some tests, I suggest simply to remove this condition: >|| dai_on_war_footing(ait, pplayer)
When at war, some extra money could help the AI to win some battle, but extra science is more useful to win the war. I see no reason to stop all kind of researching in this case. My suggested code: /* Put the remaining to tax or science. */ if (!adv_wants_science(pplayer)) { rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX] + RATE_REMAINS(rates)); rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX] + RATE_REMAINS(rates)); rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI] + RATE_REMAINS(rates)); } else { rates[AI_RATE_SCI] = MIN(maxrate, rates[AI_RATE_SCI] + RATE_REMAINS(rates)); rates[AI_RATE_TAX] = MIN(maxrate, rates[AI_RATE_TAX] + RATE_REMAINS(rates)); rates[AI_RATE_LUX] = MIN(maxrate, rates[AI_RATE_LUX] + RATE_REMAINS(rates)); This simple change makes the AI much more efficient in my opinion, no matter if there are limited taxes or not. I do not attach any patch, I let developers decide the best way to fix it, but I find a game breaker the current code where luxuries are prioritized over science. (note there are some leftover log entries in previous post, sorry) _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21640> _______________________________________________ Mensaje enviado vía/por Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev