AI much less motivated to attack city-states

This commit is contained in:
Yair Morgenstern 2021-05-21 13:49:33 +03:00
parent e95a62126d
commit 3801a81bf4
2 changed files with 3 additions and 1 deletions

View File

@ -410,6 +410,8 @@ object NextTurnAutomation {
if (theirCity.getTiles().none { it.neighbors.any { it.getOwner() == theirCity.civInfo && it.getCity() != theirCity } })
modifierMap["Isolated city"] = 15
if (otherCiv.isCityState()) modifierMap["City-state"] = -20
return modifierMap.values.sum()
}

View File

@ -239,7 +239,7 @@ class TradeEvaluation {
fun evaluatePeaceCostForThem(ourCivilization: CivilizationInfo, otherCivilization: CivilizationInfo): Int {
val ourCombatStrength = Automation.evaluteCombatStrength(ourCivilization)
val theirCombatStrength = Automation.evaluteCombatStrength(otherCivilization)
if (ourCombatStrength*1.5f > theirCombatStrength && theirCombatStrength * 1.5f > ourCombatStrength)
if (ourCombatStrength*1.5f >= theirCombatStrength && theirCombatStrength * 1.5f >= ourCombatStrength)
return 0 // we're roughly equal, there's no huge power imbalance
if (ourCombatStrength == 0) return -1000
if (theirCombatStrength == 0) return 1000 // Chumps got no cities or units