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Implemented a multi-threaded approach for building placement using a dozen different constraints, including clusters, border avoidance, influence radius considerations, and space requirements.
One of the harder problems for an AI is to make good decisions on what to build, when to build it, and how many resources it can spend on certain areas in specific situations. For this reason, I developed a budget system. Every resource that is collected by workers and can be sold at the market pays into that system. E.g. if a worker collects 10 wood and wood is priced for 2 gold a piece, 20 gold is going into the budget and is distributed to the following areas:










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