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AI: Update city construction evaluation of buildings + workboats (#13675)
* Update ConstructionAutomation.kt * Update ConstructionAutomation.kt
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@ -233,7 +233,7 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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if (!findTileWorthImproving()) return
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if (!findTileWorthImproving()) return
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addChoice(relativeCostEffectiveness, buildableWorkboatUnits.minBy { it.cost }.name, 0.6f)
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addChoice(relativeCostEffectiveness, buildableWorkboatUnits.minBy { it.cost }.name, 6f) // Improving coastal luxuries etc. is quite important
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}
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}
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private fun addWorkerChoice() {
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private fun addWorkerChoice() {
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@ -343,17 +343,14 @@ class ConstructionAutomation(val cityConstructions: CityConstructions) {
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val buildingStats = getStatDifferenceFromBuilding(building.name, localUniqueCache)
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val buildingStats = getStatDifferenceFromBuilding(building.name, localUniqueCache)
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getBuildingStatsFromUniques(building, buildingStats)
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getBuildingStatsFromUniques(building, buildingStats)
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val surplusFood = city.cityStats.currentCityStats[Stat.Food]
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buildingStats.food *= 3
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if (surplusFood < 0) {
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buildingStats.food *= 8 // Starving, need Food, get to 0
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} else buildingStats.food *= 3
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if (civInfo.stats.statsForNextTurn.gold < 10) {
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buildingStats.production *= 2
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buildingStats.gold *= 2 // We have a gold problem and need to adjust build queue accordingly
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}
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buildingStats.gold *= 2 // Everything's weighed by rankStatsValue, which ranks gold at 0.3, let's make that 0.6 (vs Science being 1)
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if (civInfo.getHappiness() < 10 || civInfo.getHappiness() < civInfo.cities.size)
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if (civInfo.getHappiness() < 10 || civInfo.getHappiness() < civInfo.cities.size)
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buildingStats.happiness * 5
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buildingStats.happiness *= 3
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if (city.cityStats.currentCityStats.culture < 2) {
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if (city.cityStats.currentCityStats.culture < 2) {
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buildingStats.culture *= 2 // We need to start growing borders
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buildingStats.culture *= 2 // We need to start growing borders
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