Re: [Freeciv-Dev] (PR#39543) Cities compete over Small Wonders
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39543 2007/8/12 Marko Lindqvist [EMAIL PROTECTED]: On 12/08/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: My suggestion for the AI code... If a Nation already has a Small Wonder, don't rebuild it anywhere else, that's the easy fix, and it'll prolly be right 99% of the time. Attached patch should do just that. Untested. Updated against current svn. - ML diff -Nurd -X.diff_ignore freeciv/ai/aicity.c freeciv/ai/aicity.c --- freeciv/ai/aicity.c 2008-03-28 09:26:55.0 +0200 +++ freeciv/ai/aicity.c 2008-06-21 16:47:01.0 +0300 @@ -230,7 +230,9 @@ return 0; /* Nothing to calculate here. */ } - if (!can_city_build_improvement_now(pcity, pimprove)) { + if (!can_city_build_improvement_now(pcity, pimprove) + || (is_small_wonder(pimprove) + find_city_from_small_wonder(pplayer, pimprove))) { return 0; } ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#39543) Cities compete over Small Wonders
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39543 Hi rndCiv uses Small Wonders, for things like Colleges of Magic that can produce Magicians etc. Often these units are Unique. What ive found is that the AI will build a Small Wonder, build the specialty unit, and then other cities in the same nation will start building that Small Wonder, If they succeed the new Small Wonder destroys the old one. What often ends up happening is that many cities spend huge amounts of resources rebuilding the Small Wonder, that they a) never really build anything else, and b) the units that the Small Wonder allows never have a chance to get built. My suggestion for the AI code... If a Nation already has a Small Wonder, don't rebuild it anywhere else, that's the easy fix, and it'll prolly be right 99% of the time. -billy ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#39543) Cities compete over Small Wonders
URL: http://bugs.freeciv.org/Ticket/Display.html?id=39543 On 12/08/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: My suggestion for the AI code... If a Nation already has a Small Wonder, don't rebuild it anywhere else, that's the easy fix, and it'll prolly be right 99% of the time. Attached patch should do just that. Untested. This of course prevents moving palace in default ruleset. I don't know how good decisions AI has been doing about moving palace. If it has been random thing, this patch would actually be improvement for default ruleset too... Per? - ML diff -Nurd -X.diff_ignore freeciv/ai/aicity.c freeciv/ai/aicity.c --- freeciv/ai/aicity.c 2007-08-11 00:20:33.0 +0300 +++ freeciv/ai/aicity.c 2007-08-12 16:44:12.0 +0300 @@ -219,7 +219,8 @@ return 0; /* Nothing to calculate here. */ } - if (!can_build_improvement(pcity, id)) { + if (!can_build_improvement(pcity, id) + || (is_small_wonder(id) find_city_from_small_wonder(pplayer, id))) { return 0; } ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev