patchFreeciv - Patches: patch #3697, When city growth is blocked, AI...

 
 
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patch #3697: When city growth is blocked, AI shouldn't give any value to food surplus

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Wed 13 Feb 2013 02:17:56 AM UTC  
 
Category: aiPriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: 

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Wed 24 Apr 2013 04:30:08 AM UTC, comment #1:

Attached is a patch that seems to work for me. Note that the increase in appeal for the improvements is essential here: early revisions of the patch didn't include that, with the result that when the granary was full, the AI deprioritised food, and then happily decided it didn't need that Aqueduct/Sewer System so much after all, with the result that cities ended up capped at size 8. It still sometimes builds other things in preference to the EFT_SIZE_ADJ improvement, but it gets around to it after what seems a reasonable time, making me think the adjustment factor isn't horridly imbalanced. It may be that we don't need to always rearrange workers with a full granary as if it was an emergency, but not doing so seemed to cause long delays in the AI deciding to actually use more production during my testing.

(file #17823)

Emmet Hikory <persia>
Wed 13 Feb 2013 02:17:56 AM UTC, original submission:

Noticed size 8 AI city building Aqueduct. It had still arranged workers for food surplus (that went to waste) and not for shields (which would speed Aqueduct building).

Marko Lindqvist <cazfi>
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  • -unavailable- added by persia (Updated the item)
  • -unavailable- added by cazfi (Submitted the item)
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    Follows 1 latest change.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed 24 Apr 2013 04:30:08 AM UTCpersiaAttached File-=>Added reduce-food-interest-with-full-granary.patch, #17823
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