[Freeciv-tickets] [freeciv] #44419: AI still researches Future Tech even when it loses tech

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OSDN Ticket System norep****@osdn*****
Sat May 14 21:38:38 JST 2022


#44419: AI still researches Future Tech even when it loses tech

  Open Date: 2022-04-18 17:50
Last Update: 2022-05-14 15:38

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/44419
RSS feed for this Ticket:
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Last Changes/Comment on this Ticket:
2022-05-14 15:38 Updated by: cazfi

Comment:

Reply To cazfi
I downloaded the savegame, and attached it to this ticket, so we have a copy even if you remove it from google drive.

Seems to have been saved by freeciv version 2.6.5, with civ2civ3 ruleset in use.
Also:
last_turn_change_time=228256
So reproducing things with this savegame might not be something to run while you grab a coffee. OTOH it makes this an interesting savegame, e.g., for testing performance differences between freeciv branches.


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Ticket Status:

      Reporter: (Anonymous)
         Owner: (None)
          Type: Bugs
        Status: Open
      Priority: 5 - Medium
     MileStone: (None)
     Component: AI
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

Not sure if this is a bug or unintended programming, but once the AI completes the tech tree once and starts getting into future tech, if it loses tech due to an insufficient research point balance (which classic and most rulesets have), the AI won't switch the tech to unlock whatever tech was lost and the game allows.
In the game I played for over 500 turns, the AI in question (set to hard difficulty, using the civ23 ruleset, it completed the full tech tree around turn 480 and never switched tech despite losing over a dozen techs (it went as far back as losing communism and the AI was still researching future tech each and every turn until the game ended around turn 550). The game was configured to teams, this AI was part of the player's team and despite not having the tech, the AI didn't ask for tech via diplomacy as it occasionally does when configured to be in teams. The game settings had a tech penalty for changing tech, but only 50% instead of the default percentage when changing tech mid research.
The recommendation is unless the ruleset has perks for future tech (to my knowledge, classic and most rulesets don't use future tech for anything), if the AI is researching future tech, check the tech tree to see if there are any missing tech and change to that. Otherwise, this exploit could be used to cripple an advanced AI civilization into easy submission because it suddenly loses all the keystone technologies to make it a viable challenger to the other players

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