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User:Taza/AI

< Taza

Very not even close to complete. Feel free to comment on the parent page.

Contents

AI PersonalitiesEdit

Scale of one to five, with three being the middle ground.

  • Aggressive vs Pacifist
  • Brutal vs Noble
  • Xenophobe vs Diplomatic
  • Militarist vs Industrialist

AI TasksEdit

Auto-SettlerEdit

  • Auto-Settler Priority 1: Pollution
  • Auto-Settler Priority 2: Connecting Cities
  • Auto-Settler Priority 3: Improving Cities
  • Auto-Settler Priority 4: Improving within 3 squares of nearest city
  • Auto-Settler Priority 5: Randomly pick a city, check if everything around it is improved
  • Avoid improving terrain with special resources

Auto-PatrolEdit

  • Player sets Auto-Patrol movement
  • When Auto-Patrol sees an enemy unit
    • It estimates it's chances
      • If chances are high, attack!
      • If chances are medium, summon other auto-patrol units and attack
      • If chances are low, drop control of all auto-patrol units to player

Auto-GovernorEdit

  • Auto-governor should go down to -100
  • Auto-governor should have an "avoid growth" option

Auto-WorklistEdit

  • Two worklists - overriding and normal
  • Note: Never build anything from Normal worklist that is supplied by a Wonder. Do build them from Overriding worklist.
  • When production is complete
    • If overriding exists and has something that is not built
      • Start building highest entry from overriding worklist
    • If overriding does not exist or has nothing that has not bee already built
      • Check city-specific production list
        • If city-specific production list has something else than coinage
          • Build it
        • If city-specific production list is empty or is building coinage
          • Check if normal worklist exists and has unbuilt items
            • If yes, build it
            • If no, build Coinage and send a message to player

Settler & Worker ProductionEdit

  • AI Cities should build workers to 2 / city when they reach size 5
    • Make sure military units get higher priority
    • Except if city production is less than +5

Improvement ProductionEdit

  • Have a ready-made worklist for
    • Normal cities
    • Cities with >0 and <5 sea squares
    • Cities with >5 sea squares

Combat Unit ProductionEdit

  • AI Units should build 1 defensive and 1 offensive units per city
    • If it's near the border of the AI's area, double that.
    • If it's a capital, double that.
    • If it has wonders, double that.
    • If it's on the border of an enemy, double that.
      • Ergo attempt to stack 32 units in the capital that's right on the enemy border and has wonders.
        • Relocate the damn capital.

Estimating Enemy PowerEdit

  • AI should see the size of the borders of the enemy it has discovered, take a median of what protection the enemy has in the cities it has seen within the last 10 turns, assume that every 12 squares have one city and calculate it's military might based on that.

Estimating Enemy Production CapabilityEdit

  • AI should see the size of the borders of the enemy it has discovered, take a median of the production capability of the cities it has seen within the last 10 turns, assume that every 12 squares have one city and calculate it's capability to produce on that. Calculate the cost of the most advanced enemy unit, and divide the production by that. Multiply by 10 and compare to what is own estimated military strength in 10 turns.

Estimating Enemy Science LevelEdit

CombatEdit

Handling Production During CombatEdit

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