feat(scenes): ✨ Remove monument requirement and add library priority for scholarship research auto-play scenarios
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 10 additions and 3 deletions
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@ -1005,7 +1005,7 @@ func _next_building(city: Variant, player: Variant, city_count: int, has_founder
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## 14 factors — priorities emerge from circumstances, not prescriptive order.
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var tech_req: Dictionary = {
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"library": "scholarship", "barracks": "military_doctrine",
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"monument": "ancestor_rites", "castle": "fortification",
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"castle": "fortification",
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}
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var candidates: Array[String] = [
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"warrior", "forge", "walls", "marketplace", "temple",
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@ -1116,12 +1116,19 @@ func _next_building(city: Variant, player: Variant, city_count: int, has_founder
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_score_add(scores, "ale_hall", 3.5); _score_add(scores, "bathhouse", 4.5)
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if happy < -8:
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_score_add(scores, "ale_hall", 1.5); _score_add(scores, "bathhouse", 1.5)
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if city_count >= 2 and not city.has_building("library"):
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_score_add(scores, "library", 3.0)
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# Library: strong priority once scholarship is researched — science/turn
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# from a single city starts at 1 so a +2 library doubles research pace.
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# Gate only on tech, not on city count, so first city still builds it.
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if player.has_tech("scholarship") and not city.has_building("library"):
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_score_add(scores, "library", 8.0)
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if own_mil >= 4 and not city.has_building("barracks"):
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_score_add(scores, "barracks", 3.0)
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if city.has_building("walls") and _turn_count > 150 and city_count >= 3:
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_score_add(scores, "castle", 3.0)
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# Monument: cheap early culture for border expansion. Gate on first city
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# and missing forge-after (don't delay production infra).
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if not city.has_building("monument") and int(city.population) >= 2:
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_score_add(scores, "monument", 3.5 if city.has_building("forge") else 2.0)
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# Siege sustain: while committed to ATTACK, missing stack slots near the
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# target dominate everything else — +15 per missing warrior below 3.
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if _in_attack_phase and _active_attack_mil_count < 3:
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