URL:
  <http://gna.org/bugs/?13560>

                 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

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Details:

Subject: Cities Build too Many Expensive Buildings
Date: Sun, 12 Aug 2007 14:07:26 +1200
To: The default queue <rep...@rt.freeciv.org>
From: banjo <ba...@actrix.com>

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




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