bugFreeciv - Bugs: bug #21411, AI does not switch from coinage to...

 
 
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bug #21411: AI does not switch from coinage to newly available building

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Thu 02 Jan 2014 12:52:43 AM UTC  
 
Category: aiSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: 

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Fri 21 Mar 2014 07:18:08 AM UTC, comment #1:

Coinage is a special case, as there is no penalty for switching from coinage to something else: might it make sense for the AI to check building want every turn while building coinage (perhaps by having Coinage "finish" each turn)?

Emmet Hikory <persia>
Project Member
Thu 02 Jan 2014 12:52:43 AM UTC, original submission:

So far this is based solely on reading the code.

- Want for buildings is recalculated only once in every 5 turns, or when ever existing production is finished, or becomes unavailable.
- Want for buildings is 0 if some of their requirement is missing.
- Building coinage does not finish, and generally seems not to cause recalculation of the wants
- Building coinage causes reselecting of the build target every turn, but it's based on existing wants

To sum: If AI has no tech for some building at turn 0, it will get want 0, and AI may end up building coinage. If building then becomes available via researching the missing tech, want for it is not recalculated but remains 0. When selecting new target, coinage still has higher want than building with want 0.

At the moment I think the fix to be keeping real want even for those buildings that cannot be built at the moment. Selecting the build target will anyway consider available targets only.

Marko Lindqvist <cazfi>
Project Administrator

 

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  • -unavailable- added by persia (Posted a comment)
  • -unavailable- added by cazfi (Submitted the item)
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