fix(ai): 🐛 tighten site quality thresholds

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-04-12 23:47:03 -07:00
parent 000cb911f8
commit 7e30c00bfd
2 changed files with 2 additions and 2 deletions

View file

@ -1161,7 +1161,7 @@ func _command_unit(unit: Variant, player: RefCounted, game_map: RefCounted) -> v
break
# Score current tile quality
var site_quality: float = _score_site(unit.position, game_map)
if too_close or site_quality < 3.0:
if too_close or site_quality < 1.0:
_explore(unit, player, game_map)
else:
if _world_map != null and _world_map.has_method("_select_unit"):

View file

@ -328,7 +328,7 @@ static func _decide_founder_action(
if far_enough_from_own and clear_of_enemies:
# Check tile quality — only found if the current tile is decent
var quality: float = _score_city_site(unit.position)
if quality >= 3.0 or dist_own >= FOUND_MIN_DIST_OWN + 3:
if quality >= 1.0 or dist_own >= FOUND_MIN_DIST_OWN + 3:
# Good site, or we've wandered far enough — settle here
return {
"type": "found_city",