diff --git a/game/procurement.py b/game/procurement.py index b89d05dd..846b517f 100644 --- a/game/procurement.py +++ b/game/procurement.py @@ -20,6 +20,8 @@ from game.data.groundunitclass import GroundUnitClass if TYPE_CHECKING: from game import Game +FRONTLINE_RESERVES_FACTOR = 1.3 + @dataclass(frozen=True) class AircraftProcurementRequest: @@ -282,11 +284,9 @@ class ProcurementAi: # No source of ground units, so can't buy anything. continue + purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR allocated = cp.allocated_ground_units(self.game.transfers) - if ( - allocated.total >= self.game.settings.front_line_procurement_target - or allocated.total >= cp.frontline_unit_count_limit - ): + if allocated.total >= purchase_target: # Control point is already sufficiently defended. continue if allocated.total < worst_supply: diff --git a/game/settings.py b/game/settings.py index 07f21c7d..d16a1bc7 100644 --- a/game/settings.py +++ b/game/settings.py @@ -57,7 +57,6 @@ class Settings: perf_moving_units: bool = True perf_infantry: bool = True perf_destroyed_units: bool = True - front_line_procurement_target: int = 50 reserves_procurement_target: int = 10 # Performance culling