diff --git a/core/src/com/unciv/logic/automation/unit/SpecificUnitAutomation.kt b/core/src/com/unciv/logic/automation/unit/SpecificUnitAutomation.kt index 74a2243c75..95dbf5fb4f 100644 --- a/core/src/com/unciv/logic/automation/unit/SpecificUnitAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/SpecificUnitAutomation.kt @@ -145,8 +145,6 @@ object SpecificUnitAutomation { } } - if (unit.getDamageFromTerrain() < unit.health) return // Also make sure we won't die waiting - // It's possible that we'll see a tile "over the sea" that's better than the tiles close by, but that's not a reason to abandon the close tiles! // Also this lead to some routing problems, see https://github.com/yairm210/Unciv/issues/3653 val bestCityLocation: Tile? = diff --git a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt index a708c41b5f..721f3c4fca 100644 --- a/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt +++ b/core/src/com/unciv/logic/automation/unit/UnitAutomation.kt @@ -242,6 +242,7 @@ object UnitAutomation { .mapNotNull { it.militaryUnit } .filter { it.civ.isAtWarWith(unit.civ) } .flatMap { it.movement.getReachableTilesInCurrentTurn() } + .filter { it.militaryUnit?.civ != unit.civ } .toSet() if (unit.hasUnique(UniqueType.FoundCity))