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AI more willing to take happiness risk to create a new city
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@ -1037,7 +1037,8 @@ object NextTurnAutomation {
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if (civInfo.isCityState()) return
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if (civInfo.isCityState()) return
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if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
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if (civInfo.isAtWar()) return // don't train settlers when you could be training troops.
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if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3) return
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if (civInfo.wantsToFocusOn(Victory.Focus.Culture) && civInfo.cities.size > 3) return
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if (civInfo.cities.none() || civInfo.getHappiness() <= civInfo.cities.size + 5) return
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if (civInfo.cities.none()) return
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if (civInfo.getHappiness() <= civInfo.cities.size) return
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val settlerUnits = civInfo.gameInfo.ruleset.units.values
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val settlerUnits = civInfo.gameInfo.ruleset.units.values
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.filter { it.hasUnique(UniqueType.FoundCity) && it.isBuildable(civInfo) }
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.filter { it.hasUnique(UniqueType.FoundCity) && it.isBuildable(civInfo) }
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