Unciv/android/assets/jsons
Oskar Niesen 9cd531c8cf
Reworked AI war evaluation and plans (#11688)
* hasAtLeastMotivationToAttack now takes uses City.neighboringCities

* Changed attack pathing to use Astar

* Made the base force higher

* Declare war checks for total population instead of number of cities

* MotivationToAttackAutomation takes into account denunciation

* Set up DeclareWarTargetAutomation.kt

* Added logic for Civs to try and gang up on other Civs

* Added logic for civs to try and join an ally civ in their war and to declare war directly

* Added declineJoinWarOffer flag

* Reduced the likelyhood of declaring war a little

* Civs don't try to join wars against city-states

* Removed calculating targets with 0 motivation

* Relative production is not calculated against city-states

* Improved getAttackPathsModifier to only calculate the best path per city

* Refactored filter statements

* AI now tries to execute planned wars by default

* Culture Civs can now declare war, AI can declare multiple wars

* AI won't gift gold to city-states that it wants to attack

* Changed motivation from combat

* Changed AI aggression towards city-states

* Civs don't want to sign a DOF with the only nearby major civ as much

* City.neighboringCities filters out cities that are not visible

* Fixed some conditionals in tryJoinWar

* Fixed some war plan types breaking instead of continuing

* Civs are more likely to sign open borders if they haven't seen their cities

* Changed far away cities to have less of a value

* Fixed neighboringCities and getNeighboringCivilizations

* Other fixes

* Reduced motivation to attack from relative strength

* Added more to motivation to attack

* Added extra friendship modifiers

* Moved war evaluation to WarPlanEvaluator

* Added comments and re-named preparingWarPlan

* AI Team wars require neutral relations to send

* Added a team war notification

* Added evaluation of join war trades

* Tweaked MotivationToAttackAutomation

* Improved peace deal offers

* AI peace deals wait until 10 turns after declaring war

* Made the AI declare war a little less

* AI builds more military units

* AI keeps at least 2 great generals to not build citadels with

* AI TeamWar is more specialized for fighting stronger Civs

* Removed extra line

* Added more comments

* Improved unit tryPrepare logic

* Minor respelling and style improvements

* Changed MotivationToAttackAutomation HashMap to be a list

* Added a heuristic for the Astar search

* TeamWarPlan focuses more on relative force and fighting stronger civs

* MotivationToAttackAutomation takes into account planned wars and can target stronger civs

* Added logic for AI's to request other civs to join their war

* Fixed some WarDeclaration TradeEvaluation logic and reduced costs

* Added some extra safety against extreme force values in DeclareWarPlanEvaluator
2024-06-08 21:56:51 +03:00
..
Civ V - Gods & Kings Spy max rank can be modded (#11650) 2024-06-04 18:03:48 +03:00
Civ V - Vanilla
TileSets
translations Reworked AI war evaluation and plans (#11688) 2024-06-08 21:56:51 +03:00
ModCategories.json
Tutorials.json
WesnothImportMappings.json