BuildRefinery
The refineries a computer house plans and measures its income against, in order of preference.
- Applies to
- global rules
- File
rules.ini- Section
[AI]- Value
- typelist
- When omitted
(empty)
The list does not add a refinery to a computer house’s generated base plan. A refinery enters that plan through the ordinary candidate test. The list picks which queued refinery gets the plan’s extra copies: the first entry that the country the house acts as may own. When the plan never queued that entry, or queued it only as its last entry, no extra refineries are added.
A computer house counts a structure of any listed type as a refinery when it judges these two things:
- whether it can still earn money, which decides whether it sells off its base to pay for a refinery or harvester;
- whether to replace a lost harvester.
When the house prices a refinery, or adds one to its plan after selling, it uses the first entry its country may own, or the list’s first entry when it may own none.
A unit crate gives a free harvester to a house that owns a structure of any listed type and no harvester. This applies to human players as well. Money and free units gives the order of the unit crate’s choices.
With an empty list, a computer house always judges that it can still earn, so it never sells off its base to pay for a refinery or harvester. It also never replaces lost harvesters, and no crate gives a free harvester.
History
- Changed0.2.0In development
- Changed0.2.0In development