diff --git a/binaries/data/mods/public/simulation/ai/petra/headquarters.js b/binaries/data/mods/public/simulation/ai/petra/headquarters.js index e04bc889d3..1acd266736 100644 --- a/binaries/data/mods/public/simulation/ai/petra/headquarters.js +++ b/binaries/data/mods/public/simulation/ai/petra/headquarters.js @@ -1157,7 +1157,7 @@ m.HQ.prototype.buildDock = function(gameState, queues) { if (this.navalRegions.indexOf(sea) !== -1) { - queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_dock", { "base": 1, "sea": sea })); + queues.economicBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_dock", { "sea": sea })); break; } } @@ -1264,7 +1264,7 @@ m.HQ.prototype.buildMoreHouses = function(gameState,queues) } else var priority = this.Config.priorities.house; - if (priority !== gameState.ai.queueManager.getPriority("house")) + if (priority && priority !== gameState.ai.queueManager.getPriority("house")) gameState.ai.queueManager.changePriority("house", priority); }; @@ -1679,19 +1679,22 @@ m.HQ.prototype.update = function(gameState, queues, events) else if (gameState.ai.playedTurn - this.lastTerritoryUpdate > 100) this.updateTerritories(gameState); - this.trainMoreWorkers(gameState, queues); + if (this.baseManagers[1]) + { + this.trainMoreWorkers(gameState, queues); - if (gameState.ai.playedTurn % 2 === 1) - this.buildMoreHouses(gameState,queues); + if (gameState.ai.playedTurn % 2 === 1) + this.buildMoreHouses(gameState,queues); - if (gameState.ai.playedTurn % 4 === 2 && !this.saveResources) - this.buildFarmstead(gameState, queues); + if (gameState.ai.playedTurn % 4 === 2 && !this.saveResources) + this.buildFarmstead(gameState, queues); - if (this.navalMap) - this.buildDock(gameState, queues); + if (this.navalMap) + this.buildDock(gameState, queues); - if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1) - this.tryResearchTechs(gameState,queues); + if (queues.minorTech.length() === 0 && gameState.ai.playedTurn % 5 === 1) + this.tryResearchTechs(gameState,queues); + } if (gameState.currentPhase() > 1) {