Commit Graph

12 Commits

Author SHA1 Message Date
EmperorPinguin
6f4d8fd7b5
Improve AI city settling, science game, and belief picking (#12256)
* AI behaviour changes

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Automation.kt

* Reverting some changes

* Changes

* revert changes

* revert changes

* revert changes

* revert changes

* Update CityLocationTileRanker.kt

* Citizen assignment for stat conversion

* Update CityLocationTileRanker.kt

* Reduce AI settling

* Avoid AI building units when in negative Supply

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update build.gradle.kts

* Update gradle-wrapper.properties

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update CityLocationTileRanker.kt

* AI changes for humans

* Fix puppet focus

* Update Automation.kt

* Puppet focus

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Stats.kt

* Update CityTurnManager.kt

* Remove specialist science modifier

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update CivilianUnitAutomation.kt

* Update ReligionAutomation.kt

* Worker prioritization

Workers are valuable in expand cities.

* Update ConstructionAutomation.kt

Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.

* Update ConstructionAutomation.kt

Should achieve about the same with less lines of code.

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Policies.json

* Update Policies.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update Policies.json

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Rename Crop Yield to Growth

* Update worker usage

* Update UnitAutomation.kt

* Tutorials update

* Update Tutorials.json

* Fix spelling error

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* AI tech and policy choices

* Update Techs.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update UnitPromotions.json

* Update

* Update Policies.json

* Update Tutorials.json

* ReligionAutomation bugfix

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update AI city settling and science game

* Update ReligionAutomation.kt

* Maybe revert this now the belief picking has improved

* Update ReligionAutomation.kt
2024-10-06 16:46:46 +03:00
EmperorPinguin
41eab84051
Improve AI tech and policy choices (#12234)
* AI behaviour changes

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Automation.kt

* Reverting some changes

* Changes

* revert changes

* revert changes

* revert changes

* revert changes

* Update CityLocationTileRanker.kt

* Citizen assignment for stat conversion

* Update CityLocationTileRanker.kt

* Reduce AI settling

* Avoid AI building units when in negative Supply

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update build.gradle.kts

* Update gradle-wrapper.properties

* Update CityLocationTileRanker.kt

* Update CityLocationTileRanker.kt

* Update ConstructionAutomation.kt

* Update CityLocationTileRanker.kt

* AI changes for humans

* Fix puppet focus

* Update Automation.kt

* Puppet focus

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Automation.kt

* Update Stats.kt

* Update CityTurnManager.kt

* Remove specialist science modifier

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update CivilianUnitAutomation.kt

* Update ReligionAutomation.kt

* Worker prioritization

Workers are valuable in expand cities.

* Update ConstructionAutomation.kt

Food always important, it's rarely good to skip e.g. granary if we're on 6 pop.

* Update ConstructionAutomation.kt

Should achieve about the same with less lines of code.

* Update Automation.kt

* Update ConstructionAutomation.kt

* Update Policies.json

* Update Policies.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update Policies.json

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Rename Crop Yield to Growth

* Update worker usage

* Update UnitAutomation.kt

* Tutorials update

* Update Tutorials.json

* Fix spelling error

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* Update Tutorials.json

* AI tech and policy choices

* Update Techs.json

* Update Policies.json

* Update ConstructionAutomation.kt

* Update UnitPromotions.json

* Update

* Update Policies.json

* Update Tutorials.json

* ReligionAutomation bugfix

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt

* Update ReligionAutomation.kt
2024-09-25 20:46:07 +03:00
Oskar Niesen
548b536818
Add Defensive pact (#9900)
* Defensive Pacts can now be offered.

* Signing a defensive pact now makes the Civs join all defensive wars. Any future defensive wars will force the other civ to join.

* Removed Popup Alert Defensive Pact.

* Defensive pact and Research pact now are only on the trade screen.

* AI now offers defensive pacts.

* Added AI evaluating sending and receiving Defensive Pact offers.

* Reverted some temporary changes

* Reduced the chance an AI offers a defensive pact

* Starting an offensive war now cancels all Defensive Pacts with other civilisations.

* Removed extra requirements before an AI will sign or offer a defensive pact.

* Added Defensive Pacts to the Civilopedia.

* Fixed the AI counter offering with treaties.

* Fixed a test using the old method of checking if a civ is at war.

* Fixed a previous refactor error.

* Deleted commented out Research Agreement button code.

* Fixed some spelling errors and remnant debugging code.

* Removed signing a defensive pact brings both Civ's into each others previous defensive wars.

* Refactored setFriendshipBasedModifier to look better

* Starting an offensive war now removes the defensive pact form both sides.

* Reverted changes to DiplomaticStatus

* Removed extra technology check to sign a defensive pact.

* Removed DiplomacyManager.isAtWar() completely.

* Moved setting defensivePact flags from  TradeLogic.transferTrade() to DiplomacyManager.signDefensivePact.

* Changed diplomatic modifiers related to Defensive Pacts to be less extreme.

* Fixed canceling Defensive Pacts when declaring war and notifying other Civs.

* Updated the Defensive Pact entry in the Civilopedia and fixed some spelling.

* Fixed Defensive Pact behavior while attacking and defending.

* Changed a variable to a more readable name.

* Improved readability of setFriendshipBasedModifier().

* Moved the important onWarDeclared functionality to their own functions.

* Added a notification for the attacking Civ when a Civ joins war through a Defensive Pact.

* Refactored setDefensivePactBasedModifier() to be more readable.

* Increased DeclinedDefensivePact time.

* Deleted old commented code that removed the research agreement button.

* Fixed having reverting changes errors in UnitMovementTests.

* Refactored breaking treaties when declaring war.

* Removed unnecessary semicolons.
2023-08-16 17:59:41 +03:00
SomeTroglodyte
bcb26b6d2a
Treat remaining untyped Uniques in default rulesets (#9763)
* Treat remaining untyped Uniques in default rulesets, make unit test catch them

* Change untyped filtering Uniques check to Validation by inclusion in GlobalUniques instead of UniqueType.AircraftMarker

* Wiki for untyped filtering Uniques

* Re-include the "Who knows" of Future Tech on the Tech picker
2023-08-03 11:38:50 +03:00
SeventhM
bc3f1341e1
Tech column validation and removing crashes from undefined building costs (#9664)
* Add in tech column validation

* Negative Columns

* Forgot to add techColumns to the add and clear functiond

* Remove restrictive cokumn check

* bugfixing
2023-06-25 09:34:23 +03:00
OptimizedForDensity
9477b319bc
Generalize production-to-stat conversion uniques (#7342)
* Generalize production to stat conversion enabling uniques

* Remove unnecessary code

* Rename class

* Update sound
2022-07-04 16:38:24 +03:00
SomeTroglodyte
651dcff581
Fix Polynesia's Wayfinding (#6238)
* Fix Polynesia's Wayfinding

* Fix mod option to use other unit filters with UnitsMayEnterOcean
2022-02-28 19:41:22 +02:00
will-ca
8060b69378
Center Agriculture in Tech tree. (#5736)
* Update Techs.json

* Update Techs.json
2021-11-30 19:01:06 +02:00
Xander Lenstra
003f2434c1
Differentiating Vanilla & G&K (#5654)
* Fixed tests checking for mod correctness

* Update G&K jsons to current vanilla versions

* First pass over buildings & beliefs

* First pass over nations

* First pass over eras.json

* Fully updated tech tree

* First pass over units

* Second pass over buildings -- fixed techs

* Fixed last prerequisites and row numbers of tech

* Went through the entire tech tree and moved things to their correct spot

* Fixed tests
2021-11-09 06:23:30 +02:00
Xander Lenstra
ac2bc3a404
Second version of G&K / vanilla split (#5647)
* Copied files for Gods & Kings folder

* Added G&K and unified with mods in dropdown

* Split the baseruleset from the mods list in game parameters

* Mod links are checked again when selecting a mod

* The new map editor screen now also uses the base ruleset

* Updated the ruleset change dialog in the map editor; Fixed a crash

* Refactored some code and fixed some bugs
2021-11-08 22:57:09 +02:00
Xander Lenstra
4c053ddc99
Revert "Splitting of vanilla and gods & kings rulesets -- Part 1: Groundwork (#5577)" (#5585)
This reverts commit db6e588479.
2021-10-28 22:01:06 +03:00
Xander Lenstra
db6e588479
Splitting of vanilla and gods & kings rulesets -- Part 1: Groundwork (#5577)
* Copied files for Gods & Kings folder

* Added G&K and unified with mods in dropdown
2021-10-28 18:02:30 +03:00