URL: <http://gna.org/bugs/?17969>
Summary: AI does not keep cities garrisoned Project: Freeciv Submitted by: bvanevery Submitted on: Wed 30 Mar 2011 08:43:34 PM GMT Category: ai Severity: 3 - Normal Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: 2.3.0-beta3 Discussion Lock: Any Operating System: Microsoft Windows Planned Release: _______________________________________________________ Details: When a player shows up near an empty city with a unit that can take the city, the AI will buy a garrison unit if it has gold, thereby preventing the player from taking the city. This is a good strategy... except that if the player backs away and waits a few turns, the AI inevitably sends that garrison unit on a scouting expedition. The player can easily exploit this by threatening a bunch of cities with possible captures, backing off for a few turns, then returning when the AI has sent its garrison units wandering off. Capturing many AI cities is trivial, even with untrained warriors if one has the timing right. The AI runs out of money and cannot garrison cities at the last minute indefinitely. A very easy way to put most of the AIs at a disadvantage, is to send out triremes with a few units at the beginning of the game, sail around an enemy to "stress" it into spending all its gold, eventually drop a unit on defensible terrain (i.e. a mountain) next to an empty city, walk in and take it, then produce untrained warriors to do the same thing to other enemy cities. The AI should garrison cities more like a human being does. At a minimum, it should not reassign garrison units to "scouting duties." _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?17969> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev