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 ff16cf3b..d6de6114 100644 --- a/src/game/engine/src/modules/ai/simple_heuristic_ai.gd +++ b/src/game/engine/src/modules/ai/simple_heuristic_ai.gd @@ -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.