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Tweak default budget and turn 0 allocation.
AI wasn't buying many ground vehicles. Keep the turn 0 air budget about where it was but bump up the ground budget from ~120M to ~600M.
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@ -320,8 +320,10 @@ class Game:
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red_planner: CoalitionMissionPlanner) -> None:
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red_planner: CoalitionMissionPlanner) -> None:
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# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
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# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
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# gets much more of the budget that turn. Otherwise budget (after
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# gets much more of the budget that turn. Otherwise budget (after
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# repairs) is split evenly between air and ground.
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# repairs) is split evenly between air and ground. For the default
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ground_portion = 0.1 if self.turn == 0 else 0.5
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# starting budget of 2000 this gives 600 to ground forces and 1400 to
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# aircraft.
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ground_portion = 0.3 if self.turn == 0 else 0.5
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self.budget = ProcurementAi(
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self.budget = ProcurementAi(
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self,
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self,
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for_player=True,
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for_player=True,
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@ -30,7 +30,7 @@ jinja_env = Environment(
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)
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)
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DEFAULT_BUDGET = 1600
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DEFAULT_BUDGET = 2000
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class NewGameWizard(QtWidgets.QWizard):
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class NewGameWizard(QtWidgets.QWizard):
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