diff --git a/AI/Nullkiller/Engine/PriorityEvaluator.cpp b/AI/Nullkiller/Engine/PriorityEvaluator.cpp index d1a2dcd16..d898ae1b8 100644 --- a/AI/Nullkiller/Engine/PriorityEvaluator.cpp +++ b/AI/Nullkiller/Engine/PriorityEvaluator.cpp @@ -1208,7 +1208,7 @@ public: int32_t cost = bi.buildCost[EGameResID::GOLD]; evaluationContext.goldCost += cost; evaluationContext.closestWayRatio = 1; - evaluationContext.buildingCost += bi.buildCost; + evaluationContext.buildingCost += bi.buildCostWithPrerequisites; if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0) evaluationContext.isTradeBuilding = true; @@ -1503,6 +1503,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier) { if (maxWillingToLose - evaluationContext.armyLossPersentage < 0) return 0; + //If we already have locked resources, we don't look at other buildings + if (ai->getLockedResources().marketValue() > 0) + return 0; score += evaluationContext.conquestValue * 1000; score += evaluationContext.strategicalValue * 1000; score += evaluationContext.goldReward;