diff --git a/core/src/com/unciv/logic/automation/city/ConstructionAutomation.kt b/core/src/com/unciv/logic/automation/city/ConstructionAutomation.kt index d153b846bd..f5c257e315 100644 --- a/core/src/com/unciv/logic/automation/city/ConstructionAutomation.kt +++ b/core/src/com/unciv/logic/automation/city/ConstructionAutomation.kt @@ -233,7 +233,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) { if (!findTileWorthImproving()) return - addChoice(relativeCostEffectiveness, buildableWorkboatUnits.minBy { it.cost }.name, 0.6f) + addChoice(relativeCostEffectiveness, buildableWorkboatUnits.minBy { it.cost }.name, 6f) // Improving coastal luxuries etc. is quite important } private fun addWorkerChoice() { @@ -343,17 +343,14 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) { val buildingStats = getStatDifferenceFromBuilding(building.name, localUniqueCache) getBuildingStatsFromUniques(building, buildingStats) - val surplusFood = city.cityStats.currentCityStats[Stat.Food] - if (surplusFood < 0) { - buildingStats.food *= 8 // Starving, need Food, get to 0 - } else buildingStats.food *= 3 + buildingStats.food *= 3 - if (civInfo.stats.statsForNextTurn.gold < 10) { - buildingStats.gold *= 2 // We have a gold problem and need to adjust build queue accordingly - } + buildingStats.production *= 2 + + buildingStats.gold *= 2 // Everything's weighed by rankStatsValue, which ranks gold at 0.3, let's make that 0.6 (vs Science being 1) if (civInfo.getHappiness() < 10 || civInfo.getHappiness() < civInfo.cities.size) - buildingStats.happiness * 5 + buildingStats.happiness *= 3 if (city.cityStats.currentCityStats.culture < 2) { buildingStats.culture *= 2 // We need to start growing borders