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Improve AI city settling, science game, and belief picking #12256
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I trust your judgement on this
@yairm210, I've also been working on the belief picking by AI. It turned out most of the logic needed for evaluating beliefs was there, but the values assigned to it were very weird. I changed them (and added functioning building-purchasing. You told it wouldn't work correctly, but empirically, it is working, while the previous implementation wasn't). |
For future reference: the average t80 pop of Deity on my test map is 95.85, across 5 games (20 data points). The most important thing lacking is AI unit movement, to deal with barbs and settling cities faster (I think it could easily be 120+ pop on this map if played correctly). Maybe someone else could work on this.
Deity Korea on my test map now quite reliably wins t170 science victory, with all the four civs having adopted 3-3.5 full policy trees.