On Sat, 20 Apr 2013 02:33:43 PM Michael Vehrs wrote:
> I don't see why the AI needs to know anything about production types
> before the game has been fully initialized.

I doubt it does.  I think the AI failure is just the downstream symptom of 
something more fundamental breaking, but I ran out of time to find out why.  I 
only got as far as convincing myself that while the production type would not 
be correctly set if the tile was not yet defined, it would at least not crash.

> After it has been
> initialized, all work locations with units in them, as well as all
> colony center tiles should have their production type set. I suspect the
> AI regressions are due to other changes,

Always possible I concede.  Part of the reason for not pursuing this problem 
harder was that I was enmeshed in a different world of fail around serializing 
Game, which I only satisfactorily sorted out yesterday.

However I did a direct comparison with the fixup-in-Game patch (b56c15c) either 
present or not present, so I am pretty confident the trouble was there.  From 
b56c15c until df63b36, the AI would never found any colonies.

> or due to a reliance on
> assumptions that are no longer true.

I think this is more likely.  b56c15c introduced test suite failures.

Cheers,
Mike Pope
  

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