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.
This commit is contained in:
Dan Albert 2020-12-27 19:48:03 -08:00
parent 69833f66e3
commit 922d935bc1
2 changed files with 5 additions and 3 deletions

View File

@ -320,8 +320,10 @@ class Game:
red_planner: CoalitionMissionPlanner) -> None: red_planner: CoalitionMissionPlanner) -> None:
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it # The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
# gets much more of the budget that turn. Otherwise budget (after # gets much more of the budget that turn. Otherwise budget (after
# repairs) is split evenly between air and ground. # repairs) is split evenly between air and ground. For the default
ground_portion = 0.1 if self.turn == 0 else 0.5 # starting budget of 2000 this gives 600 to ground forces and 1400 to
# aircraft.
ground_portion = 0.3 if self.turn == 0 else 0.5
self.budget = ProcurementAi( self.budget = ProcurementAi(
self, self,
for_player=True, for_player=True,

View File

@ -30,7 +30,7 @@ jinja_env = Environment(
) )
DEFAULT_BUDGET = 1600 DEFAULT_BUDGET = 2000
class NewGameWizard(QtWidgets.QWizard): class NewGameWizard(QtWidgets.QWizard):