mirror of
https://github.com/openfrontio/OpenFrontIO.git
synced 2026-06-21 17:56:43 +00:00
f7da20ddfd
Resolves #2997 ## Description: ### New stuff - Nations can upgrade structures now. They do it if they have too many structures compared to their territory size - They prefer to upgrade stuff thats protected by SAMs (based on difficulty) - Updated the build order, it also depends a bit on the difficulty now (easy nations build less SAMs) - Nations can handle extreme amounts of gold now. 500M starting gold? no problem. Previously they only built cities - They stop saving up for MIRV if they can afford it (in some old Enzo "impossible difficulty experiment" videos you could see nations with like 300M gold...) - The save-up-target changes when bombs / hydros / MIRVs are disabled - Added many checks for disabled units. For example: Don't build SAMs when missile silos are disabled, focus on factories when ports are disabled - Updated the `structureSpawnTileValue` method, SAM-placement depends a bit on the difficulty now ### Refactor - Moved all structure related nation code into `NationStructureBehavior.ts` - Split up the good old `structureSpawnTileValue` method to make it more readable - Cleaned up NationExecution a bit ### A screenshot <img width="1681" height="755" alt="Screenshot 2026-02-08 001108" src="https://github.com/user-attachments/assets/c9b3df01-41ca-4c68-b450-b20e7d7d910a" /> ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin