From d2ee68429335c078b34a5696a5027b6d1f5e045b Mon Sep 17 00:00:00 2001 From: Duan Tao Date: Wed, 11 Sep 2019 15:33:06 +0800 Subject: [PATCH] Adjust food and culture weight for AI cities developpment. (#1060) --- core/src/com/unciv/logic/automation/Automation.kt | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/core/src/com/unciv/logic/automation/Automation.kt b/core/src/com/unciv/logic/automation/Automation.kt index c951d3bd00..227a8b1e52 100644 --- a/core/src/com/unciv/logic/automation/Automation.kt +++ b/core/src/com/unciv/logic/automation/Automation.kt @@ -5,6 +5,7 @@ import com.unciv.logic.city.CityInfo import com.unciv.logic.civilization.CivilizationInfo import com.unciv.logic.map.BFS import com.unciv.logic.map.TileInfo +import com.unciv.models.gamebasics.VictoryType import com.unciv.models.gamebasics.unit.BaseUnit import com.unciv.models.gamebasics.unit.UnitType import com.unciv.models.stats.Stats @@ -38,7 +39,7 @@ class Automation { rank += stats.gold / 5 // it's barely worth anything at this points } else{ - if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to keep city growing + if (stats.food <= 2 || city.civInfo.getHappiness() > 5) rank += (stats.food * 1.2f) //food get more value to keep city growing else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point if (city.civInfo.gold < 0 && city.civInfo.statsForNextTurn.gold <= 0) rank += stats.gold // we have a global problem @@ -46,7 +47,12 @@ class Automation { rank += stats.production rank += stats.science - rank += stats.culture + if (city.tiles.size < 12 || city.civInfo.victoryType() == VictoryType.Cultural){ + rank += stats.culture + } + else{ + rank += stats.culture / 2 + } } return rank }