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@ -73,13 +73,15 @@ class ProcurementAi:
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cp_aircraft = cp.allocated_aircraft()
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cp_aircraft = cp.allocated_aircraft()
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aircraft_investment += cp_aircraft.total_value
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aircraft_investment += cp_aircraft.total_value
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total_investment = aircraft_investment + armor_investment
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air = self.game.settings.auto_procurement_balance / 100.0
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if total_investment == 0:
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ground = 1 - air
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weighted_investment = aircraft_investment * air + armor_investment * ground
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if weighted_investment == 0:
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# Turn 0 or all units were destroyed. Either way, split 30/70.
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# Turn 0 or all units were destroyed. Either way, split 30/70.
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return 0.3
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return min(0.3, ground)
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# the more planes we have, the more ground units we want and vice versa
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# the more planes we have, the more ground units we want and vice versa
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ground_unit_share = aircraft_investment / total_investment
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ground_unit_share = aircraft_investment * air / weighted_investment
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if ground_unit_share > 1.0:
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if ground_unit_share > 1.0:
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raise ValueError
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raise ValueError
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@ -273,6 +273,19 @@ class Settings:
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HQ_AUTOMATION_SECTION,
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HQ_AUTOMATION_SECTION,
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default=True,
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default=True,
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)
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)
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auto_procurement_balance: int = bounded_int_option(
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"AI ground unit procurement budget ratio (%)",
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CAMPAIGN_MANAGEMENT_PAGE,
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HQ_AUTOMATION_SECTION,
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min=0,
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max=100,
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default=50,
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detail=(
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"Ratio (larger number -> more budget for ground units) "
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"that indicates how the AI procurement planner should "
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"spend its budget."
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),
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)
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reserves_procurement_target: int = 10
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reserves_procurement_target: int = 10
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# Mission Generator
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# Mission Generator
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