URL:
  <http://gna.org/bugs/?24404>

                 Summary: AI city in war footing KEEPS high worker and
cityfounder want
                 Project: Freeciv
            Submitted by: cazfi
            Submitted on: Fri 12 Feb 2016 06:40:01 PM EET
                Category: ai
                Severity: 3 - Normal
                Priority: 5 - Normal
                  Status: In Progress
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
                 Release: 
         Discussion Lock: Any
        Operating System: None
         Planned Release: 2.5.4, 2.6.0, 3.0.0

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Details:

Worker and cityfounder unit wants are handled so that the city stores need for
"any unit if this sort" when processed, and that stored value is then used
when selecting the unit itself.

Recalculating those values is skipped when military units are considered a
priority:

if (dai_on_war_footing(ait, pplayer) && city_data->choice.want > 0) {
  continue; /* Go, soldiers! */
}

However, that does *not* mean that the want is considered zero. It's just not
changing from what it was before.
That might explain some cases where I've seen cities to have very high number
of workers when one would have been enough; it simply has had very high want
for the first worker, then the AI has switched to war mode and no matter have
many workers the city then produced, it kept it's original high want for
having one worker.




    _______________________________________________________

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