fix(@ai): 🐛 adjust dominance thresholds and capital approach radius
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
parent
448a8233dd
commit
9b860ab96d
1 changed files with 2 additions and 2 deletions
|
|
@ -37,14 +37,14 @@ const INF_DISTANCE: int = 1 << 30
|
|||
## Dominance push thresholds — when all three conditions hold simultaneously
|
||||
## the AI commits to a capital assault rather than holding at parity.
|
||||
## DOMINANCE_FACTOR: own_mil must be >= this multiple of enemy_mil to commit.
|
||||
const DOMINANCE_FACTOR: float = 1.5
|
||||
const DOMINANCE_FACTOR: float = 1.25
|
||||
## Enemy city count at or below which ALL military ignores chase logic and
|
||||
## marches directly on the surviving capital — final-push gate.
|
||||
const FINAL_PUSH_ENEMY_CITY_COUNT: int = 1
|
||||
## Hex radius within which a unit bypasses stray-unit chasing to march on the
|
||||
## enemy capital instead. Prevents armies circling field battles while the
|
||||
## undefended capital sits intact.
|
||||
const CAPITAL_APPROACH_HEX: int = 12
|
||||
const CAPITAL_APPROACH_HEX: int = 16
|
||||
## Gold floor required before the AI spends on a rush-buy assault unit.
|
||||
## Low-economy clans (Blackhammer wealth=2) rarely accumulate 200g; 50 is
|
||||
## the unit cost floor so this gate can't block a single purchase.
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue