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added raiding ai state to lower temperament
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@ -34,6 +34,7 @@ Date: 23. 11. 2021
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- Chunk pass scanning is now processed regardless of current active map
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- Siege AI state now sends roughly 1 raid group every 3 settler groups if raiding is enabled
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- Siege groups now try to settle just outside player structures as opposed to attacking
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- Added Raid AI state to lower temperament scores @ 20% at 0 temperament and 15% at (0.2, 0.4)
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Tweaks:
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- Increase chance to upgrade an enemy structure from 5% to 30%
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- New enemy regional bases that have two factions now do 75% on one faction and 25% on the faction for building and upgrading enemy structures
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@ -156,8 +156,10 @@ local function planning(map, evolution_factor, tick)
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local roll = universe.random()
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if (map.temperament < 0.05) then -- 0 - 0.05
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if universe.enabledMigration then
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if (roll < 0.35) then
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if (roll < 0.30) then
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map.state = AI_STATE_MIGRATING
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elseif (roll < 0.50) and universe.raidAIToggle then
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map.state = AI_STATE_RAIDING
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elseif universe.siegeAIToggle then
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map.state = AI_STATE_SIEGE
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else
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@ -178,6 +180,8 @@ local function planning(map, evolution_factor, tick)
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if (universe.enabledMigration) then
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if (roll < 0.4) then
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map.state = AI_STATE_MIGRATING
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elseif (roll < 0.55) and universe.raidAIToggle then
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map.state = AI_STATE_RAIDING
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elseif universe.siegeAIToggle then
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map.state = AI_STATE_SIEGE
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else
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