NextTurnAutomation

object NextTurnAutomation

Types

CityDistance
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data class CityDistance(city1: CityInfo, city2: CityInfo, aerialDistance: Int)
PolicyPriorityMap
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private object PolicyPriorityMap

Functions

adoptPolicy
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private fun adoptPolicy(civInfo: CivilizationInfo)
automateCityBombardment
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private fun automateCityBombardment(civInfo: CivilizationInfo)
automateCivMoves
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fun automateCivMoves(civInfo: CivilizationInfo)

Top-level AI turn task list

automateUnits
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private fun automateUnits(civInfo: CivilizationInfo)
bullyCityStates
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private fun bullyCityStates(civInfo: CivilizationInfo)
chooseBeliefOfType
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private fun chooseBeliefOfType(civInfo: CivilizationInfo, beliefType: BeliefType, additionalBeliefsToExclude: HashSet<Belief> = hashSetOf()): Belief?
chooseBeliefs
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private fun chooseBeliefs(civInfo: CivilizationInfo, beliefsToChoose: Counter<BeliefType>): HashSet<Belief>
choosePantheon
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private fun choosePantheon(civInfo: CivilizationInfo)
chooseReligiousBeliefs
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private fun chooseReligiousBeliefs(civInfo: CivilizationInfo)
chooseTechToResearch
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private fun chooseTechToResearch(civInfo: CivilizationInfo)
declareWar
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private fun declareWar(civInfo: CivilizationInfo)
enhanceReligion
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private fun enhanceReligion(civInfo: CivilizationInfo)
equals
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open operator fun equals(other: Any?): Boolean
exchangeLuxuries
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private fun exchangeLuxuries(civInfo: CivilizationInfo)
foundReligion
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private fun foundReligion(civInfo: CivilizationInfo)
freeUpSpaceResources
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private fun freeUpSpaceResources(civInfo: CivilizationInfo)

If we are able to build a spaceship but have already spent our resources, try disbanding a unit and selling a building to make room. Can happen due to trades etc

getClosestCities
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getCounteroffer
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private fun getCounteroffer(civInfo: CivilizationInfo, tradeRequest: TradeRequest): TradeRequest?
getMinDistanceBetweenCities
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fun getMinDistanceBetweenCities(civ1: CivilizationInfo, civ2: CivilizationInfo): Int
hashCode
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open fun hashCode(): Int
issueRequests
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private fun issueRequests(civInfo: CivilizationInfo)
motivationToAttack
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private fun motivationToAttack(civInfo: CivilizationInfo, otherCiv: CivilizationInfo): Int
offerDeclarationOfFriendship
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private fun offerDeclarationOfFriendship(civInfo: CivilizationInfo)
offerPeaceTreaty
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private fun offerPeaceTreaty(civInfo: CivilizationInfo)
offerResearchAgreement
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private fun offerResearchAgreement(civInfo: CivilizationInfo)
onCitySettledNearBorders
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private fun onCitySettledNearBorders(civInfo: CivilizationInfo, otherCiv: CivilizationInfo)
potentialLuxuryTrades
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private fun potentialLuxuryTrades(civInfo: CivilizationInfo, otherCivInfo: CivilizationInfo): ArrayList<Trade>
protectCityStates
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private fun protectCityStates(civInfo: CivilizationInfo)
reassignWorkedTiles
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private fun reassignWorkedTiles(civInfo: CivilizationInfo)
respondToPopupAlerts
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private fun respondToPopupAlerts(civInfo: CivilizationInfo)
respondToTradeRequests
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private fun respondToTradeRequests(civInfo: CivilizationInfo)
toString
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open fun toString(): String
trainSettler
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private fun trainSettler(civInfo: CivilizationInfo)
tryGainInfluence
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private fun tryGainInfluence(civInfo: CivilizationInfo, cityState: CivilizationInfo)
tryVoteForDiplomaticVictory
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private fun tryVoteForDiplomaticVictory(civInfo: CivilizationInfo)
useGold
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private fun useGold(civInfo: CivilizationInfo)

allow AI to spend money to purchase city-state friendship, buildings & unit

valueCityStateAlliance
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private fun valueCityStateAlliance(civInfo: CivilizationInfo, cityState: CivilizationInfo): Int

Sources

jvm source
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