Currently I have fudged the AI using ai hint to limit number of sites, 
weak and very weak can build more as it just wastes resources but they 
could be set to zero. One of each type is all that is needed unless you 
have more than three training sites upgrading weapons or armour, current 
ai rarely gets close to one site in full production.

Scrap wares should not be included in starting wares but someone could 
at some time add them as a scenario, which would break the preferred 
option of only building if there are wares being produced.


On 06/01/18 21:39, TiborB wrote:
> >From AI's point of view:
> We will probably need new ai hint like 'is_recycling_centre' and the bulding 
> will be built based on number of trainingsites and productionsites and only 
> one per type will be allowed.
>
> Alternatively: AI can build the site if there is at least one ware for each 
> input on stock. As indication, that scrap ware is being produced. Providing 
> that scrap ware is not included in starting wares....
>
>

-- 
https://code.launchpad.net/~weedfreak/widelands/recycling_centre/+merge/335794
Your team Widelands Developers is requested to review the proposed merge of 
lp:~weedfreak/widelands/recycling_centre into lp:widelands.

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