patchFreeciv - Patches: patch #3693, Worker food upkeep less important...

 
 
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patch #3693: Worker food upkeep less important factor

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Mon 11 Feb 2013 03:33:16 AM UTC  
 
Category: aiPriority: 5 - Normal
Status: DonePrivacy: Public
Assigned to: Marko Lindqvist <cazfi>Open/Closed: Closed
Planned Release: 2.4.0, 2.5.0

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Sun 17 Feb 2013 03:23:13 PM UTC, comment #4:

> Is that a thing that we'll need to do before 2.4.0-beta2, then?


This alone doesn't seem to give worse balance than original situation, quite the contrary. The problem arose only when I had seeked better balance with one patch #3692 version, and both patches worked together to increase number of Workers built.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sun 17 Feb 2013 02:25:03 PM UTC, comment #3:

> Needless to say, this patch require rebalancing of _WEIGHTING
> constants in patch #3692 once again. Otherwise AI builds far
> too many workers.

Is that a thing that we'll need to do before 2.4.0-beta2, then?

Jacob Nevins <jtn>
Project Administrator
Sun 17 Feb 2013 02:33:14 AM UTC, SVN revision 22358:

When estimating value of tile improver unit (Workers), consider
unit to have only half of the food upkeep it has. That makes
positive effect from planned +1 food tile improvement to
outweight -1 food upkeep unit has. Halving the negative value is
equivalent of doubling the positive value. Doubling the positive
value is like estimating that unit will improve two tiles during
its lifetime instead of just the one it's being evaluated for.

See gna patch #3693

(Browse SVN revision 22358)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sun 17 Feb 2013 02:33:08 AM UTC, SVN revision 22357:

When estimating value of tile improver unit (Workers), consider
unit to have only half of the food upkeep it has. That makes
positive effect from planned +1 food tile improvement to
outweight -1 food upkeep unit has. Halving the negative value is
equivalent of doubling the positive value. Doubling the positive
value is like estimating that unit will improve two tiles during
its lifetime instead of just the one it's being evaluated for.

See gna patch #3693

(Browse SVN revision 22357)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Mon 11 Feb 2013 03:33:16 AM UTC, original submission:

As I said in patch #3692:
"As value of the improver unit is taken from single tile, and further possible actions ignored, settler consuming one food is considered zero value when it could only improve tiles to produce +1 food (no matter how many)"

Further, food is considered most valuable output, so settler producing +1 shield or +1 trade would have negative value (food upkeep bigger loss than tile improvements gain)

Attached patch just divides unit food upkeep by 2 in want calculation. That's about equivalent of expecting it to improve 2 tiles during its lifetime instead of just one.

Needless to say, this patch require rebalancing of _WEIGHTING constants in patch #3692 once again. Otherwise AI builds far too many workers.

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.

 

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  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by cazfi (Submitted the item)
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    Follow 5 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sun 17 Feb 2013 02:33:27 AM UTCcazfiStatusReady For Test=>Done
      Assigned toNone=>cazfi
      Open/ClosedOpen=>Closed
    Wed 13 Feb 2013 05:35:23 AM UTCcazfiPlanned Release2.5.0=>2.4.0, 2.5.0
    Mon 11 Feb 2013 03:33:16 AM UTCcazfiAttached File-=>Added WantSettlerForFoodImpr.patch, #17183
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