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Slightly better build order. AI has more troops.
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@ -79,6 +79,8 @@ class Automation {
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val wartimeBuildings = buildableNotWonders.filter { it.xpForNewUnits>0 || it.cityStrength>0 }.sortedBy { it.maintenance }
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val zeroMaintenanceBuildings = buildableNotWonders.filter { it.maintenance == 0 && it !in wartimeBuildings }
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val productionBuildings = buildableNotWonders.filter { it.production>0 }
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val happinessBuildings = buildableNotWonders.filter { it.happiness>0 }
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val cultureBuildings = buildableNotWonders.filter { it.culture>0 }
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val isAtWar = cityInfo.civInfo.isAtWar()
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when {
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@ -89,17 +91,22 @@ class Automation {
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currentConstruction!="" -> return
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buildableNotWonders.any { it.name=="Monument"} -> currentConstruction = "Monument"
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buildableNotWonders.any { it.name=="Granary"} -> currentConstruction = "Granary"
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militaryUnits<cities -> trainCombatUnit(cityInfo)
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workers==0 -> currentConstruction = CityConstructions.Worker
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cityInfo.civInfo.happiness<0 && happinessBuildings.isNotEmpty() -> currentConstruction = happinessBuildings.minBy{ it.cost }!!.name
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buildableNotWonders.any { it.name=="Library"} -> currentConstruction = "Library"
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buildableNotWonders.any { it.name=="Market"} -> currentConstruction = "Market"
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militaryUnits==0 -> trainCombatUnit(cityInfo)
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workers==0 -> currentConstruction = CityConstructions.Worker
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buildableNotWonders.any { it.name=="Forge"} -> currentConstruction = "Forge"
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cityInfo.civInfo.happiness>cities && buildableNotWonders.any { it.name=="Aqueduct"} -> currentConstruction = "Aqueduct"
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isAtWar && militaryUnits<cities * 2 + 3 -> trainCombatUnit(cityInfo)
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isAtWar && wartimeBuildings.isNotEmpty() -> currentConstruction = wartimeBuildings.minBy { it.cost }!!.name
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//build culture buildings before border expands to half of second ring
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cityInfo.tiles.size < 13 && cultureBuildings.isNotEmpty() -> currentConstruction = cultureBuildings.minBy { it.cost }!!.name
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productionBuildings.isNotEmpty() -> currentConstruction = productionBuildings.minBy { it.cost }!!.name
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zeroMaintenanceBuildings.isNotEmpty() -> currentConstruction = zeroMaintenanceBuildings.minBy { it.cost }!!.name
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isAtWar && militaryUnits<cities -> trainCombatUnit(cityInfo)
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isAtWar && wartimeBuildings.isNotEmpty() -> currentConstruction = wartimeBuildings.minBy { it.cost }!!.name
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needWorkboat -> currentConstruction = "Work Boats"
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workers<cities/2 -> currentConstruction = CityConstructions.Worker
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militaryUnits<cities -> trainCombatUnit(cityInfo)
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militaryUnits<cities * 2 + 3 -> trainCombatUnit(cityInfo)
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buildableNotWonders.isNotEmpty() -> currentConstruction = buildableNotWonders.minBy { it.maintenance }!!.name
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buildableWonders.isNotEmpty() -> currentConstruction = buildableWonders.minBy { it.cost }!!.name
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else -> trainCombatUnit(cityInfo)
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@ -115,7 +122,7 @@ class Automation {
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fun square(x:Int) = x*x
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val unitStrength = civInfo.getCivUnits().map { square(max(it.baseUnit().strength, it.baseUnit().rangedStrength)) }.sum()
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val cityStrength = civInfo.cities.map { square(CityCombatant(it).getCityStrength()) }.sum()
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return (sqrt(unitStrength.toDouble()) /*+ sqrt(cityStrength.toDouble())*/).toInt()
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return (sqrt(unitStrength.toDouble()) /*+ sqrt(cityStrength.toDouble())*/).toInt() + 1 //avoid 0
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}
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fun threatAssessment(assessor:CivilizationInfo, assessed: CivilizationInfo): ThreatLevel {
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