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rebalance after test
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@@ -221,7 +221,7 @@ export class DefaultConfig implements Config {
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return 40;
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}
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defensePostDefenseBonus(): number {
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return 4;
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return 5;
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}
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playerTeams(): number | typeof Duos {
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return this._gameConfig.playerTeams ?? 0;
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@@ -508,13 +508,13 @@ export class DefaultConfig implements Config {
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const attackratio = defenderTroops / attackTroops;
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return {
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attackerTroopLoss:
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mag * 10 +
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mag * 12 +
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defenderdensity *
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mag *
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(defender.isTraitor() ? this.traitorDefenseDebuff() : 1),
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defenderTroopLoss: defenderdensity,
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tilesPerTickUsed:
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25 *
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26 *
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within(defenderdensity, 3, 100) ** 0.2 *
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(10_000 / attackTroops) ** 0.1 *
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speed *
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@@ -522,9 +522,9 @@ export class DefaultConfig implements Config {
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};
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} else {
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return {
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attackerTroopLoss: attackerType == PlayerType.Bot ? mag * 10 : mag * 10,
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attackerTroopLoss: attackerType == PlayerType.Bot ? mag * 12 : mag * 12,
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defenderTroopLoss: 0,
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tilesPerTickUsed: 30 * speed, // * (10_000 / attackTroops) ** 0.5,
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tilesPerTickUsed: 31 * speed, // * (10_000 / attackTroops) ** 0.5,
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};
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}
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}
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@@ -582,7 +582,7 @@ export class DefaultConfig implements Config {
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return 50_000 + 8000 * (playerInfo?.nation?.strength ?? 1);
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}
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}
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return this.infiniteTroops() ? 1_000_000 : 25_000;
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return this.infiniteTroops() ? 1_000_000 : 20_000;
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}
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maxPopulation(player: Player | PlayerView): number {
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@@ -617,7 +617,7 @@ export class DefaultConfig implements Config {
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let toAdd =
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10 +
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(1400 / max + 1 / 125) * (0.8 * player.troops() + 1.2 * player.workers());
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(840 / max + 1 / 210) * (0.8 * player.troops() + 1.2 * player.workers());
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const adjustedPop = player.adjustedPopulation();
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const ratio = 1 - adjustedPop / max;
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