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https://github.com/yairm210/Unciv.git
synced 2025-07-15 18:28:42 +07:00
Added ai unhappiness modifier to difficulty
This commit is contained in:
@ -7,7 +7,8 @@
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aiCityGrowthModifier:1.6, // that is to say it'll take them 1.6 times as long to grow the city
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aiCityGrowthModifier:1.6, // that is to say it'll take them 1.6 times as long to grow the city
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aiUnitMaintainanceModifier:1,
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aiUnitMaintainanceModifier:1,
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aiConstructionModifier:0.6, // Replaces "Construction rate" and "Create rate" in original config
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aiConstructionModifier:0.6, // Replaces "Construction rate" and "Create rate" in original config
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aiFreeTechs:[]
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aiFreeTechs:[],
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aiUnhappinessModifier:1
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},
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},
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{
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{
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name:"Chieftain",
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name:"Chieftain",
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@ -17,7 +18,8 @@
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aiCityGrowthModifier:1.3,
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aiCityGrowthModifier:1.3,
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aiUnitMaintainanceModifier:1,
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aiUnitMaintainanceModifier:1,
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aiConstructionModifier:0.75,
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aiConstructionModifier:0.75,
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aiFreeTechs:[]
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aiFreeTechs:[],
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aiUnhappinessModifier:1
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},
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},
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{
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{
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name:"Warlord",
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name:"Warlord",
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@ -27,7 +29,8 @@
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aiCityGrowthModifier:1.1,
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aiCityGrowthModifier:1.1,
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aiUnitMaintainanceModifier:1,
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aiUnitMaintainanceModifier:1,
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aiConstructionModifier:0.9,
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aiConstructionModifier:0.9,
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aiFreeTechs:[]
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aiFreeTechs:[],
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aiUnhappinessModifier:1
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},
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},
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{
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{
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name:"Prince",
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name:"Prince",
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@ -37,7 +40,8 @@
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aiCityGrowthModifier:1,
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aiCityGrowthModifier:1,
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aiUnitMaintainanceModifier:0.85,
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aiUnitMaintainanceModifier:0.85,
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aiConstructionModifier:1,
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aiConstructionModifier:1,
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aiFreeTechs:[]
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aiFreeTechs:[],
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aiUnhappinessModifier:1
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},
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},
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{
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{
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name:"King",
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name:"King",
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@ -47,7 +51,8 @@
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aiCityGrowthModifier:0.9,
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aiCityGrowthModifier:0.9,
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aiUnitMaintainanceModifier:0.8,
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aiUnitMaintainanceModifier:0.8,
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aiConstructionModifier:1.15,
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aiConstructionModifier:1.15,
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aiFreeTechs:["Pottery"]
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aiFreeTechs:["Pottery"],
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aiUnhappinessModifier:0.9
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},
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},
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{
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{
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name:"Emperor",
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name:"Emperor",
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@ -57,7 +62,8 @@
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aiCityGrowthModifier:0.85,
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aiCityGrowthModifier:0.85,
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aiUnitMaintainanceModifier:0.75,
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aiUnitMaintainanceModifier:0.75,
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aiConstructionModifier:1.25,
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aiConstructionModifier:1.25,
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aiFreeTechs:["Pottery","Animal Husbandry"]
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aiFreeTechs:["Pottery","Animal Husbandry"],
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aiUnhappinessModifier:0.85
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},
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},
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{
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{
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name:"Immortal",
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name:"Immortal",
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@ -67,7 +73,8 @@
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aiCityGrowthModifier:0.75,
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aiCityGrowthModifier:0.75,
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aiUnitMaintainanceModifier:0.65,
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aiUnitMaintainanceModifier:0.65,
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aiConstructionModifier:1.5,
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aiConstructionModifier:1.5,
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aiFreeTechs:["Pottery","Animal Husbandry","Mining"]
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aiFreeTechs:["Pottery","Animal Husbandry","Mining"],
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aiUnhappinessModifier:0.75
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},
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},
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{
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{
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name:"Deity",
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name:"Deity",
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@ -77,6 +84,7 @@
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aiCityGrowthModifier:0.6,
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aiCityGrowthModifier:0.6,
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aiUnitMaintainanceModifier:0.5,
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aiUnitMaintainanceModifier:0.5,
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aiConstructionModifier:2,
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aiConstructionModifier:2,
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aiFreeTechs:["Pottery","Animal Husbandry","Mining","The Wheel"]
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aiFreeTechs:["Pottery","Animal Husbandry","Mining","The Wheel"],
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aiUnhappinessModifier:0.6
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}
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}
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]
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]
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@ -35,6 +35,7 @@ class GameStarter(){
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gameInfo.civilizations.add(barbarianCivilization)// second is barbarian civ
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gameInfo.civilizations.add(barbarianCivilization)// second is barbarian civ
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for (civname in GameBasics.Civilizations.keys.filterNot { it=="Barbarians" || it==civilization }.take(numberOfCivs)) {
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for (civname in GameBasics.Civilizations.keys.filterNot { it=="Barbarians" || it==civilization }.take(numberOfCivs)) {
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if(freeTiles.isEmpty()) break // we can't add any more civs.
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val startingLocation = freeTiles.toList().getRandom().position
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val startingLocation = freeTiles.toList().getRandom().position
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val civ = CivilizationInfo(civname, startingLocation, gameInfo)
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val civ = CivilizationInfo(civname, startingLocation, gameInfo)
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civ.tech.techsResearched.addAll(playerCiv.getDifficulty().aiFreeTechs)
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civ.tech.techsResearched.addAll(playerCiv.getDifficulty().aiFreeTechs)
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@ -101,6 +101,8 @@ class CityStats {
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fun getCityHappiness(): LinkedHashMap<String, Float> {
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fun getCityHappiness(): LinkedHashMap<String, Float> {
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val civInfo = cityInfo.civInfo
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val civInfo = cityInfo.civInfo
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var unhappinessModifier = civInfo.getDifficulty().unhappinessModifier
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var unhappinessModifier = civInfo.getDifficulty().unhappinessModifier
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if(!civInfo.isPlayerCivilization())
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unhappinessModifier *= civInfo.gameInfo.getPlayerCivilization().getDifficulty().aiUnhappinessModifier
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happinessList["Cities"] = -3f * unhappinessModifier
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happinessList["Cities"] = -3f * unhappinessModifier
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@ -12,4 +12,5 @@ class Difficulty: INamed {
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var aiUnitMaintainanceModifier = 1f
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var aiUnitMaintainanceModifier = 1f
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var aiConstructionModifier = 1f
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var aiConstructionModifier = 1f
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var aiFreeTechs = ArrayList<String>()
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var aiFreeTechs = ArrayList<String>()
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var aiUnhappinessModifier = 1f
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}
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}
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