[Freeciv-Dev] [bug #13560] [RT #39542] Cities Build too Many Expensive Buildings

2009-05-23 Thread Madeline Book

URL:
  

 Summary: [RT #39542] Cities Build too Many Expensive
Buildings
 Project: Freeciv
Submitted by: mbook
Submitted on: Sunday 05/24/2009 at 03:31
Category: ai
Severity: 3 - Normal
Priority: 1 - Later
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 
Operating System: None

___

Details:

Subject: Cities Build too Many Expensive Buildings
Date: Sun, 12 Aug 2007 14:07:26 +1200
To: The default queue 
From: banjo 

Hi

Ive noticed that later on in a game, the AI's start to
build Airports, lots of Airports, and other expensive
buildings - especially in rndCiv where there can be so
many more expensive buildings available.

This is ok, until the Nation has put one Airport in every
town, even when the towns are 3 squares away and connected
by railway, in the middle of a island, a very long way
away from any enemy.

Ive found that this causes taxes to overtime got to 100%
and science output disappears. The effect of this is that
the AI's get to a certain tech level and then stagnate.

The solution is prolly quite complex, but the AI needs
to penalize building too many expensive to maintain
buildings. This means taking into account what other cities
are doing.

Rough suggestions...  * (where C = yearly building
maintenance cost) allow AI to build in 1/C cities, So All
cities can build 1gold buildings, but only 1/3 of cities
build a 3gold airport.  This is fairly arbitrary, but may
get the AI out of the trap.

* decrease want by some formula, that takes into account...
- how useful building is
- how expensive the building is to maintain
- how much income the city produces
- how may other cities nearby have this building

-billy




___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev


[Freeciv-Dev] [bug #13560] [RT #39542] Cities Build too Many Expensive Buildings

2009-05-23 Thread Madeline Book

Follow-up Comment #1, bug #13560 (project freeciv):

Subject: Re: [Freeciv-Dev] (PR#39542) Cities Build too Many Expensive
Buildings
Date: Sun, 12 Aug 2007 16:31:27 +0300
To: rep...@bugs.freeciv.org
From: "Marko Lindqvist" 

On 12/08/07, ba...@actrix.co.nz  wrote:
>
> This is ok, until the Nation has put one Airport in every
> town, even when the towns are 3 squares away and connected
> by railway, in the middle of a island, a very long way
> away from any enemy.

Known bug with Airports is that AI considers them Barracks
- and yet it does not think them redundant if city already
has Barracks and Port Facility (another building considered
Barracks).

There is FIXME: comment in aicity.c:improvement_effect_value():562:
case EFT_VETERAN_BUILD:
/* FIXME: check other reqs (e.g., unitclass, unitflag) */


- ML

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Freeciv-dev mailing list
Freeciv-dev@gna.org
https://mail.gna.org/listinfo/freeciv-dev