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Update Automation.kt (#12441)
* Update Automation.kt * Update Automation.kt * Update Automation.kt
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@ -105,11 +105,12 @@ object Automation {
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yieldStats.food += growthFood * (foodBaseWeight / 4)
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yieldStats.food += growthFood * (foodBaseWeight / 4)
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} else {
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} else {
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// NoFocus or Food/Growth Focus.
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// NoFocus or Food/Growth Focus.
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// When Happy, EmperorPenguin has run sims comparing weights
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// When Happy, 2 production is better than 1 growth,
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// 1.5f is preferred,
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// but setting such by default worsens AI civ citizen assignment,
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// but 2 provides more protection against badly configured personalities
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// probably due to badly configured personalities not properly weighing food vs non-food yields
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// If unhappy, see above
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val growthFoodScaling = if (city.civ.getHappiness() > 0) foodBaseWeight * 2
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val growthFoodScaling = if (city.civ.getHappiness() >= 0) foodBaseWeight * 2 else foodBaseWeight / 4
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else if (city.civ.getHappiness() < 8) foodBaseWeight * 0
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else foodBaseWeight / 4
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yieldStats.food += growthFood * growthFoodScaling
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yieldStats.food += growthFood * growthFoodScaling
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}
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}
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