: Sounds pretty logical. i havent analysed the current systems in any depth but it seems to me that the way they currently do things is with a 'generic' rule, where one building is always going to be built first (higher "rating") over another. what would be nice is if the actual benefit of that particular building, in that particular city, could be calculated.
Exactly.
: other examples might include randomized or pre-determined (or even dynamic) preferences - for example, using higher shield production cities to build barracks and military units, or using those cities to build economy based buildings and trade resources etc.
I'm lost. Examples for what? The barracks can be considered to give a 50% bonus on ground unit production [1], therefore, they will be built where substantial ground unit production is anticipated, which implies substantial production in the city.
: but like you said it could get very complex. the idea seems to be getting much more in-depth rather then keeping everything generic, and the result would be having much more control over the ai.
I'm not sure I get your point. Couldn't one argue that hardwiring a specific course of action would result in a more transparent, and therefore more controllable, ai?
: So.. if more than one of us understands it, then im all for it. in fact, im all for it even if nobody understands it. heh.
:)
Regards
Adrian
[1] Of course, since combat modifiers are cumulative with experience, that depends on terrain of engagement.
Posted 31-Oct-05 13:39 by Adrian
