Support for Persians, should all work properly. Also makes territory expansion proportionally lower priority.
This was SVN commit r10561.
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@ -96,7 +96,7 @@ var EconomyManager = Class({
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},
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];
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}
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// Celt building list
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// Iberian building list
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else if (gameState.displayCiv() == "iber"){
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this.villageBuildings = [
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{
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@ -121,6 +121,31 @@ var EconomyManager = Class({
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},
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];
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}
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// Persian building list
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else if (gameState.displayCiv() == "pers"){
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this.villageBuildings = [
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{
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"template": "structures/{civ}_scout_tower",
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"priority": 105,
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"count": 1,
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},
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{
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"template": "structures/{civ}_field",
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"priority": 103,
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"count": 1,
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},
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{
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"template": "structures/{civ}_barracks",
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"priority": 101,
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"count": 1,
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},
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{
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"template": "structures/{civ}_field",
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"priority": 70,
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"count": 2,
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},
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];
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}
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// Fallback option just in case
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else {
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@ -235,6 +260,26 @@ var EconomyManager = Class({
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];
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}
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// Perian building list
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else if (gameState.displayCiv() == "pers"){
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this.targetBuildings = [
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{
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"template": "structures/pers_fortress",
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"priority": 80,
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"count": 1,
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},
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{
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"template": "structures/pers_stables",
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"priority": 75,
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"count": 1,
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},
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{
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"template": "structures/pers_apadana",
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"priority": 50,
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"count": 1,
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},
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];
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}
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// Fallback option just in case
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else {
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this.targetBuildings = [
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@ -424,6 +469,26 @@ var EconomyManager = Class({
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);
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}
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}
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else if (gameState.displayCiv() == "pers"){
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if (workNumMod < 0.95){
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planGroups.economyPersonnel.addPlan(priority,
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new UnitTrainingPlan(gameState,
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"units/{civ}_support_female_citizen", 2, { "role": "worker" })
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);
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}
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else if (workNumMod > 1.6) {
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planGroups.economyPersonnel.addPlan(priority,
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new UnitTrainingPlan(gameState,
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"units/{civ}_infantry_spearman_b", 2, { "role": "militia" })
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);
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}
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else {
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planGroups.economyPersonnel.addPlan(priority,
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new UnitTrainingPlan(gameState,
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"units/{civ}_infantry_archer_b", 2, { "role": "militia" })
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);
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}
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}
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else {
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planGroups.economyPersonnel.addPlan(priority,
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new UnitTrainingPlan(gameState,
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@ -699,7 +764,7 @@ var EconomyManager = Class({
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if (distcheckoldII > 5000 && foundationsyes == true){
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//JuBotAI.prototype.chat("Building Mill");
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planGroups.economyConstruction.addPlan(150,
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planGroups.economyConstruction.addPlan(100,
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new BuildingConstructionPlanEcon(gameState, whatshallwebuild, 1, currentposformill)
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);
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//JuBotAI.prototype.chat("Gathering");
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@ -603,6 +603,39 @@ var MilitaryAttackManager = Class({
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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//Persians
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else if (gameState.displayCiv() == "pers"){
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if (this.attacknumbers < 0.15){
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this.trainSomeTroops(gameState, planGroups, "units/pers_champion_infantry");
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}
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else if (this.attacknumbers < 0.25){
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this.trainSomeTroops(gameState, planGroups, "units/pers_champion_cavalry");
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}
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else if (this.attacknumbers < 0.35){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_archer_b");
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}
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else if (this.attacknumbers < 0.5){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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else if (this.attacknumbers < 0.55){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_javelinist_b");
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}
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else if (this.attacknumbers < 0.65){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
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}
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else if (this.attacknumbers < 0.75){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
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}
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else if (this.attacknumbers < 0.85){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_archer_b");
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}
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else if (this.attacknumbers < 0.9){
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this.trainMachine(gameState, planGroups, "units/pers_champion_cavalry");
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}
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else {
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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}
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// Cav raiders training list
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else if (this.killstrat == 2){
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@ -615,12 +648,24 @@ var MilitaryAttackManager = Class({
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else if (this.attacknumbers < 0.4 && gameState.displayCiv() == "iber"){
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this.trainSomeTroops(gameState, planGroups, "units/iber_super_cavalry");
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}
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else if (this.attacknumbers < 0.25 && gameState.displayCiv() == "pers"){
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this.trainSomeTroops(gameState, planGroups, "units/pers_cavalry_archer_b");
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}
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else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "celt"){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_swordsman_b");
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}
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else if (this.attacknumbers < 0.6 && gameState.displayCiv() == "hele"){
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this.trainSomeTroops(gameState, planGroups, "units/hele_champion_cavalry_mace");
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}
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else if (this.attacknumbers < 0.5 && gameState.displayCiv() == "pers"){
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this.trainSomeTroops(gameState, planGroups, "units/pers_cavalry_javelinist_b");
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}
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else if (this.attacknumbers < 0.75 && gameState.displayCiv() == "pers"){
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this.trainSomeTroops(gameState, planGroups, "units/pers_cavalry_swordsman_b");
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}
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else if (gameState.displayCiv() == "pers"){
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this.trainSomeTroops(gameState, planGroups, "units/pers_cavalry_spearman_b");
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}
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else if (gameState.displayCiv() == "iber"){
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this.trainSomeTroops(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
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}
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@ -684,6 +729,18 @@ var MilitaryAttackManager = Class({
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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//Pers
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else if (gameState.displayCiv() == "pers"){
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if (this.attacknumbers < 0.25){
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
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}
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else if (this.attacknumbers < 0.55){
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_archer_b");
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}
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else {
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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}
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// Generic training list
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else {
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@ -735,6 +792,18 @@ var MilitaryAttackManager = Class({
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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//Pers
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else if (gameState.displayCiv() == "pers"){
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if (this.attacknumbers < 0.25){
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_cavalry_spearman_b");
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}
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else if (this.attacknumbers < 0.55){
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_archer_b");
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}
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else {
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this.trainSomeTroops3prong(gameState, planGroups, "units/{civ}_infantry_spearman_b");
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}
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}
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}
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},
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