[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-19 Thread Bastian Schmidt
Follow-up Comment #20, bug #18767 (project freeciv): Just to clarify, the CMA does not look at the value of gold_upkeep_style. I have not looked at, why gold_upkeep_style=2 could resolve the issue (as described in comment #13), as the flawed pruning caused (at least in my game) many unnecessary

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-18 Thread Jacob Nevins
Follow-up Comment #18, bug #18767 (project freeciv): Checking Echter Name's savegame (file #15373), in the one city I checked (11z+Frres), there was a single taxman cost of buildings was 20 and issue went away with gold_upkeep_style=2. So I think that it shows the same issue. (S2_4 r22344.)

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-02-18 Thread Jacob Nevins
Follow-up Comment #19, bug #18767 (project freeciv): ...and checking before-and-after patch #3620 on S2_4 (this time with the savegames in bug #17542), the spurious taxmen which were reproducible before and went away with gold_upkeep_style=2 now never show up; governor decisions/output seem the

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2013-01-25 Thread Bastian Schmidt
Follow-up Comment #17, bug #18767 (project freeciv): I have taken a detailed look at the cma branch bound algorithm, and found the implemented pruning to be severely flawed. IMHO this is the cause for the described problems. I submitted patch #3620 , see there for additional details.

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Follow-up Comment #14, bug #18767 (project freeciv): I think You have your own save game now but ... Do You still want one or more savegames with wannabetaxmen? ___ Reply to this item at: http://gna.org/bugs/?18767

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Jacob Nevins
Follow-up Comment #15, bug #18767 (project freeciv): It wouldn't hurt to see your savegame, to confirm the cause of your taxmen is the same as that in bug #17542. ___ Reply to this item at: http://gna.org/bugs/?18767

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Additional Item Attachment, bug #18767 (project freeciv): File name: freeciv-T0247-Y01702-manual.sav.bz2 Size:70 KB ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Nachricht

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-16 Thread Echter Name
Follow-up Comment #16, bug #18767 (project freeciv): file #15373 ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-11 Thread Jacob Nevins
Update of bug #18767 (project freeciv): Status:None = Ready For Test ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Message sent

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-11 Thread Jacob Nevins
Additional Item Attachment, bug #18767 (project freeciv): File name: 13353727.jpg Size:384 KB ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Message sent

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-11 Thread Jacob Nevins
Follow-up Comment #12, bug #18767 (project freeciv): I don't know the details of the CMA algorithm, but I think Pekka's patch is suggesting that local gold usage by the city is causing the spurious tax collectors. I.e., if a city has lots of buildings/units consuming gold, it feels like it needs

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-03-11 Thread Jacob Nevins
Follow-up Comment #13, bug #18767 (project freeciv): I wrote: A concrete way to test whether any of this is relevant would be to change the ruleset to set gold_upkeep_style=2 _[...]_ and see if the CMA's behaviour changes. I tried this with the savefile in bug #17542, and the taxmen went

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-02-02 Thread Pekka Pessi
Follow-up Comment #11, bug #18767 (project freeciv): ...the second patch in file #14947 is correct one. I have a feeling that Savane does not like me. *;-) ___ Reply to this item at: http://gna.org/bugs/?18767

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-01-31 Thread Pekka Pessi
Follow-up Comment #10, bug #18767 (project freeciv): Hmph. Somehow I managed to post wrong patch. (file #14947) ___ Additional Item Attachment: File name: 0001-cm-no-minimum-for-gold-lux-science-production.patch Size:0 KB

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-01-27 Thread Pekka Pessi
Follow-up Comment #9, bug #18767 (project freeciv): Hmph. Somehow I managed to post wrong patch. ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Message sent via/by Gna!

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-01-26 Thread Pekka Pessi
Follow-up Comment #7, bug #18767 (project freeciv): Looks like the min_production in cm_state is initialized (or used) incorrectly. CM uses a heuristics to prune unpromising solutions without actually evaluating them. If the city uses enough gold, the CM will prune early on all the solutions

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2012-01-26 Thread Pekka Pessi
Follow-up Comment #8, bug #18767 (project freeciv): Patch attached. Seems to work pretty fine. (file #14839) ___ Additional Item Attachment: File name: 0001-cm-no-minimum-for-gold-lux-science-production.patch Size:4 KB

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Marko Lindqvist
Follow-up Comment #2, bug #18767 (project freeciv): no matter which options i altered, cma always uses one worker as tax collector Do you meant that this happened to one specific city, or does cma always, for all cities, use one worker as tax collector?

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread Echter Name
Follow-up Comment #3, bug #18767 (project freeciv): in various cities, like in this example, cmagents use one worker as tax collector. i do not know why i did not write it down, but today i am pretty sure, that i had cities during that time with two forced tax collectors too. that was my

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-19 Thread David Lowe
Follow-up Comment #4, bug #18767 (project freeciv): If i may be permitted to speculate, i'd say that the CMA seems to divert as many workers to tax collectors as it can and still feed the city. Thus, more irrigation and more specials that provide bonus food lead to more taxmen.

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-10 Thread Jacob Nevins
Additional Item Attachment, bug #18767 (project freeciv): File name: 1maxproduktion.jpg Size:137 KB File name: 2maxluxus.jpg Size:134 KB ___ Reply to this item at: http://gna.org/bugs/?18767

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-10 Thread Jacob Nevins
Update of bug #18767 (project freeciv): Category:None = agents ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Message sent

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-11-10 Thread Jacob Nevins
Follow-up Comment #1, bug #18767 (project freeciv): See also bug #17542. ___ Reply to this item at: http://gna.org/bugs/?18767 ___ Message sent via/by Gna! http://gna.org/

[Freeciv-Dev] [bug #18767] cma: always 1 tax collector

2011-10-01 Thread Echter Name
URL: http://gna.org/bugs/?18767 Summary: cma: always 1 tax collector Project: Freeciv Submitted by: gaymmaster Submitted on: Sa 01 Okt 2011 18:04:29 GMT Category: None Severity: 3 - Normal