diff --git a/src/game/engine/scenes/tests/auto_play.gd b/src/game/engine/scenes/tests/auto_play.gd index f034a263..866dd739 100644 --- a/src/game/engine/scenes/tests/auto_play.gd +++ b/src/game/engine/scenes/tests/auto_play.gd @@ -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"): diff --git a/src/game/engine/src/modules/ai/simple_heuristic_ai.gd b/src/game/engine/src/modules/ai/simple_heuristic_ai.gd index 410ec84c..e3c5a98d 100644 --- a/src/game/engine/src/modules/ai/simple_heuristic_ai.gd +++ b/src/game/engine/src/modules/ai/simple_heuristic_ai.gd @@ -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",