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Adjust food and culture weight for AI cities developpment. (#1060)
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@ -5,6 +5,7 @@ import com.unciv.logic.city.CityInfo
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import com.unciv.logic.civilization.CivilizationInfo
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import com.unciv.logic.map.BFS
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import com.unciv.logic.map.TileInfo
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import com.unciv.models.gamebasics.VictoryType
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import com.unciv.models.gamebasics.unit.BaseUnit
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import com.unciv.models.gamebasics.unit.UnitType
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import com.unciv.models.stats.Stats
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@ -38,7 +39,7 @@ class Automation {
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rank += stats.gold / 5 // it's barely worth anything at this points
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}
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else{
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if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to keep city growing
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if (stats.food <= 2 || city.civInfo.getHappiness() > 5) rank += (stats.food * 1.2f) //food get more value to keep city growing
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else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point
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if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem
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@ -46,7 +47,12 @@ class Automation {
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rank += stats.production
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rank += stats.science
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rank += stats.culture
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if (city.tiles.size < 12 || city.civInfo.victoryType() == VictoryType.Cultural){
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rank += stats.culture
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}
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else{
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rank += stats.culture / 2
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}
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}
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return rank
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}
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