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Give food a little bit more weight.
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@ -35,8 +35,8 @@ class Automation {
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fun rankStatsValue(stats: Stats, civInfo: CivilizationInfo): Float {
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var rank = 0.0f
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if (stats.food <= 2) rank += stats.food
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else rank += (2 + (stats.food - 2) / 2) // 1 point for each food up to 2, from there on half a point
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if (stats.food <= 2) rank += (stats.food * 1.2f) //food get more value to kepp city growing
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else rank += (2.4f + (stats.food - 2) / 2) // 1.2 point for each food up to 2, from there on half a point
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if (civInfo.gold < 0 && civInfo.getStatsForNextTurn().gold <= 0) rank += stats.gold
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else rank += stats.gold / 2
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