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: 

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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."





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