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https://github.com/openfrontio/OpenFrontIO.git
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update meta: population growth bit faster, reduce tile type differences, reduce attack bonus
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@@ -191,16 +191,16 @@ export class DefaultConfig implements Config {
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let speed = 0
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switch (tileToConquer.terrain()) {
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case TerrainType.Plains:
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mag = 50
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speed = 10
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mag = 70
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speed = 15
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break
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case TerrainType.Highland:
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mag = 100
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speed = 20
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break
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case TerrainType.Mountain:
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mag = 150
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speed = 30
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mag = 130
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speed = 25
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break
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}
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mag *= tileToConquer.defenseBonus(attacker)
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@@ -221,7 +221,7 @@ export class DefaultConfig implements Config {
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if (defender.isPlayer()) {
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return {
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attackerTroopLoss: within(defender.troops() / (3 * attackTroops), .1, 10) * mag,
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attackerTroopLoss: within(defender.troops() / (2.5 * attackTroops), .1, 10) * mag,
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defenderTroopLoss: defender.troops() / defender.numTilesOwned(),
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tilesPerTickUsed: within(defender.troops() / (5 * attackTroops), .2, 1.5) * speed
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}
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@@ -285,7 +285,7 @@ export class DefaultConfig implements Config {
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// const thing = Math.sqrt(player.population() + player.population() * player.workers())
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let toAdd = 10 + Math.pow(player.population(), .7) / 5
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let toAdd = 10 + Math.pow(player.population(), .73) / 4
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const ratio = 1 - (player.population() / max)
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toAdd *= ratio
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@@ -194,10 +194,10 @@ export class AttackExecution implements Execution {
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mag = 1
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break
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case TerrainType.Highland:
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mag = 2
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mag = 1.5
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break
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case TerrainType.Mountain:
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mag = 3
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mag = 2
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break
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}
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this.toConquer.enqueue(new TileContainer(
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