AI Cities only get so big (to size 4-5 and then never progress. So determining the danger for a city should be based on threatening units near to it, instead of iterating over all units. The AI wastes its money on buyiing troops to excess without actually defining what it needs in terms of cities. The idea is that as you get further away from a city, then the units far away will be less important than the units which are close to a city. I first research monarchy to prevent the -1 loss on resources, then mapmaking to build triremes, then research and make libraries to help the research, then firemans to fight. Normal, Hard and Cheating AI's are limited to a distance of max 40 tiles, while Easy and Novice AI's are limited to a distance of max 20 tiles. 13 Posted by u/irudog 2 years ago AI develops faster than me Hi, I'm new to civilization games. The patch will limit the distance for evaluating enemy units. Testing of autogame with 300 turns and map size=6. However, even after AI players have researched refrigeration (allowing them to build supermarkets and create farmland), they do not further irrigate the land to produce farmland. In your save file (you may have to decompress it), change 'globalwarming',TRUE,TRUE to 'globalwarming',FALSE,FALSE and 'nuclearwinter',TRUE,TRUE to 'nuclearwinter',FALSE,FALSE. This change will improve performance of the server at turn-change and improve gameplay-experience by reduced waiting at end-turn, at the cost of some correctness of the AI (since the the AI will only look for threats near their cities). I noticed that Freeciv AI only irrigates plains and grasslands once, which results in irrigated land. 1 Answer Sorted by: 0 Yes, but it requires save editing. This page presents some results from AI autogame testing, with the goal of speeding up the Freeciv AI.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |