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(by stephan-lutz)
I tested the code with a hardcoded value of 3 (which means an enemy military presence of 3 is allowed), but I thought some genetics should apply here.
AI does not expand into unguarded but enemy owned land. this is due to only unowned spots are taken into account for this consideration.
relevant code is in defaultai.cc line 1329 following.
proposal is to change line 1329 like the following
if (field.unowned_land_nearby > 0 || (field.enemy_owned_land_nearby > 0 && field.enemy_military_presence < std::abs(management_data.get_military_number_at(??) / 6))) {
furthermore this would lead to the addition of the following block after line 1335
field.unowned_buildable_spots_nearby +=
map.find_fields(Area(field.coords, kBuildableSpotsCheckArea),
&found_buildable_fields, find_enemy_owned_walkable);
already tested this solution and it works
Imported from Launchpad using lp2gh.
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