Index: binaries/data/mods/public/simulation/ai/petra/config.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/config.js +++ binaries/data/mods/public/simulation/ai/petra/config.js @@ -124,7 +124,7 @@ "defenseBuilding": 70, "civilCentre": 950, "majorTech": 700, - "minorTech": 40, + "minorTech": 250, "wonder": 1000, "emergency": 1000 // used only in emergency situations, should be the highest one }; Index: binaries/data/mods/public/simulation/ai/petra/headquarters.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/headquarters.js +++ binaries/data/mods/public/simulation/ai/petra/headquarters.js @@ -2719,7 +2719,7 @@ if (this.needCorral && gameState.ai.playedTurn % 4 == 3) this.manageCorral(gameState, queues); - if (!queues.minorTech.hasQueuedUnits() && gameState.ai.playedTurn % 5 == 1) + if (gameState.ai.playedTurn % 5 == 1) this.researchManager.update(gameState, queues); } Index: binaries/data/mods/public/simulation/ai/petra/researchManager.js =================================================================== --- binaries/data/mods/public/simulation/ai/petra/researchManager.js +++ binaries/data/mods/public/simulation/ai/petra/researchManager.js @@ -82,6 +82,11 @@ let numWorkers = phase1 ? gameState.getOwnEntitiesByRole("worker", true).length : 0; for (let tech of techs) { + if (if (tech[0].indexOf("unlock_champion") == 0)) + return { "name": tech[0], "increasePriority": true }; + if (tech[0] == "traditional_army_sele" || tech[0] == "reformed_army_sele") + return { "name": pickRandom(["traditional_army_sele", "reformed_army_sele"]), "increasePriority": true }; + if (!tech[1]._template.modifications) continue; let template = tech[1]._template;