[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-21 Thread Marko Lindqvist

Update of patch #2889 (project freeciv):

  Status:  Ready For Test => Done   
 Open/Closed:Open => Closed 


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[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-11 Thread Marko Lindqvist

Update of patch #2889 (project freeciv):

  Status:None => Ready For Test 
 Assigned to:None => cazfi  
 Planned Release: => 2.4.0  


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[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-11 Thread Marko Lindqvist

Follow-up Comment #3, patch #2889 (project freeciv):

One note:
With default ruleset this only affects autosettlers working for human
players, not current ai (though this is step to correct direction - this makes
it easier to fully fix ai later). Problem with ai is another chicken & egg
case. It sees no benefit in making farmland as long as there's no
supermarkets. It sees no benefit in building supermarket as long as there's no
farmland.
Humna player may build supermarket even before there is farmland (though this
means paying building upkeep for nothing until some farmland is made)


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[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-10 Thread Ryan Riegel

Follow-up Comment #2, patch #2889 (project freeciv):

Your second concern is already addressed by the code; my modifications only
take effect in the case that the tile is not already irrigated (but can be).

Your first concern is a valid complaint.  The remedy is ugly, though, and
possibly fruitless: I'm not sure that the game allows rule-sets to make
farmland building and irrigation take a different amount of time because,
unlike building roads and railroads, building farmland uses the same activity
type as irrigation.  (This quirk is, in fact, why I couldn't implement
farmland planning in the same way that railroad planning is already
performed.)

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[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-09 Thread Marko Lindqvist

Follow-up Comment #1, patch #2889 (project freeciv):

>From code comment:
> farmland takes twice as long, so make it look half as good.

Is that always true? Or is it possible that tile already has irrigation, so
we are just one step away from farmland benefit?

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[Freeciv-Dev] [patch #2889] Allow autosettlers to plan for farmland

2011-08-09 Thread Ryan Riegel

URL:
  

 Summary: Allow autosettlers to plan for farmland
 Project: Freeciv
Submitted by: rriegs
Submitted on: Wed 10 Aug 2011 05:07:51 AM GMT
Category: ai
Priority: 5 - Normal
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

Already, autosettlers will build roads even when all they really want to do
is build a railroad.  This patch enables autosettlers to build irrigation
solely for the purpose of later building farmland.

This patch (in conjunction with https://gna.org/patch/?2840) will result in
autosettlers prioritizing the irrigation of tiles such as wheat and oases over
other improvements, as farmed wheat/oases yield a whopping 6 food for an
improvement of 3.  Looking just one step ahead (at mere irrigation) will only
notice one extra food, and thus might not result in these tiles being
irrigated until after improvements are finished elsewhere.

This patch would also have an impact if (somehow) a despotism obtains
refrigeration.  Irrigation may not provide any benefit at all for some tiles,
but farmland still will.  This effect may also be the case in alternate
rule-sets.

TODO: It would be nice if autosettlers could think ahead for other terrain
modifications, as well.  For instance, autosettlers usually convert jungle
(1/0/0) to forest (1/2/0) instead of grassland (2/0/0) even though grassland
can ultimately be improved to 4/0/1 but forest offers no further improvement.



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File Attachments:


---
Date: Wed 10 Aug 2011 05:07:51 AM GMT  Name:
add-autosettler-farmland-planning.patch  Size: 2kB   By: rriegs



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