Пример #1
0
/// Updates the lookup table
void CvDistanceMapTurns::Update()
{
	//performance optimization, reduce pathfinding range
	int iMaxTurns = GC.getGame().getElapsedGameTurns() == 0 ? 7 : 12;
	int iVeryFar = iMaxTurns * 6;

	const CvMap& map = GC.getMap();
	int nPlots = map.numPlots();

	m_vDistance = std::vector<int>(nPlots, iVeryFar);
	m_vClosestFeature = std::vector<int>(nPlots,0);
	m_bArrayAllocated = true;
		
	for (int i = 0; i < MAX_PLAYERS; i++)
	{
		//if we have a set player, ignore all others
		if (m_ePlayer!=NO_PLAYER && m_ePlayer!=i)
			continue;

		// for each city
		CvPlayer& thisPlayer = GET_PLAYER((PlayerTypes)i);
		int iCityIndex = 0;
		for(CvCity* pLoopCity = thisPlayer.firstCity(&iCityIndex); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iCityIndex))
		{
			//slow update only for plots close to the city
			ReachablePlots turnsFromCity;
			SPathFinderUserData data(m_ePlayer, PT_GENERIC_REACHABLE_PLOTS, -1, iMaxTurns);
			turnsFromCity = GC.GetStepFinder().GetPlotsInReach(pLoopCity->plot(), data);

			for (ReachablePlots::iterator it = turnsFromCity.begin(); it != turnsFromCity.end(); ++it)
			{
				int iTurns = it->iTurns;
				bool bUpdate = (iTurns < m_vDistance[it->iPlotIndex]);
					
				//in case of equal distance, take care not to prefer the player with the lower ID
				if (iTurns == m_vDistance[it->iPlotIndex])
				{
					PlayerTypes currentOwner = (PlayerTypes)UNPACK_OWNER(m_vClosestFeature[it->iPlotIndex]);
					CvCity* pCurrentCity = GET_PLAYER(currentOwner).getCity(UNPACK_ID(m_vClosestFeature[it->iPlotIndex]));
					//it can happen that there is no current city if the plot has never been updated because it's very remote
					bUpdate = (pCurrentCity==NULL) || (pCurrentCity->getGameTurnFounded() > pLoopCity->getGameTurnFounded());
				}

				if (bUpdate)
				{
					m_vDistance[it->iPlotIndex] = iTurns;
					m_vClosestFeature[it->iPlotIndex] = PACK(pLoopCity->getOwner(), pLoopCity->GetID());
				}
			}
		}
	}

	m_bDirty = false;
}
/// Updates the danger plots values to reflect threats across the map
void CvDistanceMap::Update()
{
	const CvMap& map = GC.getMap();
	int nPlots = map.numPlots();

	m_vDistance = std::vector<int>(nPlots,INT_MAX);
	m_vClosestFeature = std::vector<int>(nPlots,0);
	m_bArrayAllocated = true;
		
	// since we know there are very few cities compared to the number of plots,
	// we don't need to do the full distance transform

	for (int i = 0; i < MAX_PLAYERS; i++)
	{
		if (m_ePlayer!=NO_PLAYER && m_ePlayer!=i)
			continue;

		// for each city
		CvPlayer& thisPlayer = GET_PLAYER((PlayerTypes)i);
		int iCityIndex = 0;
		for(CvCity* pLoopCity = thisPlayer.firstCity(&iCityIndex); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iCityIndex))
		{
			CvPlot* pCityPlot = pLoopCity->plot();

			for (int iPlotIndex=0; iPlotIndex<nPlots; iPlotIndex++)
			{
				CvPlot* pPlot = map.plotByIndexUnchecked(iPlotIndex);
				if (pPlot)
				{
					int iDistance = plotDistance( pCityPlot->getX(),pCityPlot->getY(),pPlot->getX(),pPlot->getY() );

					bool bUpdate = (iDistance < m_vDistance[iPlotIndex]);
					
					//in case of equal distance, take care not to prefer the player with the lower ID
					if (iDistance == m_vDistance[iPlotIndex]) 
					{
						PlayerTypes currentOwner = (PlayerTypes) UNPACK_OWNER(m_vClosestFeature[iPlotIndex]);
						CvCity* pCurrentCity = GET_PLAYER(currentOwner).getCity( UNPACK_ID(m_vClosestFeature[iPlotIndex]) );
						bUpdate = (pCurrentCity->getGameTurnFounded() > pLoopCity->getGameTurnFounded());
					}

					if (bUpdate)
					{
						m_vDistance[iPlotIndex] = iDistance;
						m_vClosestFeature[iPlotIndex] = PACK(pLoopCity->getOwner(), pLoopCity->GetID());
					}
				}
			}
		}
	}

	m_bDirty = false;
}
/// Add data for this cell into dominance zone information
void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell)
{
	TeamTypes ourTeam = GET_PLAYER(m_ePlayer).getTeam();
	CvPlot* pPlot = GC.getMap().plotByIndex(iIndex);

	// Compute zone data for this cell
	CvTacticalDominanceZone newZone;
	newZone.SetAreaID(pPlot->getArea());
	newZone.SetWater(pPlot->isWater());

	int iCityDistance = GC.getGame().GetClosestCityDistanceInTurns(pPlot);
	CvCity* pCity = GC.getGame().GetClosestCityByEstimatedTurns(pPlot);
	PlayerTypes eOwnerPlayer = NO_PLAYER;
	TeamTypes eOwnerTeam = NO_TEAM;

	//for plots far away from a city, check the owner
	if (iCityDistance>2)
	{
		eOwnerTeam = pPlot->getTeam();
		eOwnerPlayer = pPlot->getOwner();

		//there is almost always a closest city, but we're not always interested
		if (pCity && eOwnerPlayer!=pCity->getOwner())
			pCity = NULL;
	}
	else if (pCity) //look at the city
	{
		eOwnerTeam = pCity->getTeam();
		eOwnerPlayer = pCity->getOwner();
	}

	newZone.SetOwner(eOwnerPlayer);
	newZone.SetZoneCity(pCity);
	newZone.Extend(pPlot);

	if(eOwnerTeam==NO_TEAM)
	{
		newZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER);
	}
	else if(eOwnerTeam == ourTeam)
	{
		newZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY);
	}
	else if(GET_TEAM(ourTeam).isAtWar(eOwnerTeam))
	{
		newZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY);
	}
	else
	{
		newZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL);
	}

	// Now see if we already have a matching zone
	CvTacticalDominanceZone* pZone = MergeWithExistingZone(&newZone);
	if(!pZone)
	{
		// Data populated, now add to vector
		newZone.SetDominanceZoneID(m_DominanceZones.size());
		m_DominanceZones.push_back(newZone);
		pZone = &m_DominanceZones[m_DominanceZones.size() - 1];
	}

	// Set zone for this cell
	pCell->SetDominanceZone(pZone->GetDominanceZoneID());
	pZone->Extend(pPlot);
}
/// Retrieve the relative value of this plot (including plots that would be in city radius)
int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, const CvPlayer* pPlayer, YieldTypes eYield, bool /*bCoastOnly*/, CvString* pDebug)
{
	CvAssert(pPlot);
	if(!pPlot)
		return -1;

	// Make sure this player can even build a city here
	if(!CanFound(pPlot, pPlayer, false))
	{
		if(pDebug)
			*pDebug = "cannot found";
		return -1;
	}

	//for debugging
	std::vector<std::string> vQualifiersPositive;
	std::vector<std::string> vQualifiersNegative;

	//total
	int iTotalPlotValue = 0;
	int iValueModifier = 0; //general modifiers
	int iCivModifier = 0; //civ-specific modifiers
	int iStratModifier = 0; //strategic modifiers

	int iCelticForestCount = 0;
	int iIroquoisForestCount = 0;
	int iBrazilJungleCount = 0;
	int iNaturalWonderCount = 0;
	int iDesertCount = 0;
	int iWetlandsCount = 0;

	int iLakeCount = 0;
	int iLuxuryCount = 0;

	//currently just for debugging
	int iTotalFoodValue = 0;
	int iTotalHappinessValue = 0;
	int iTotalProductionValue = 0;
	int iTotalGoldValue = 0;
	int iTotalScienceValue = 0;
	int iTotalFaithValue = 0;
	int iTotalResourceValue = 0;
	int iTotalStrategicValue = 0;

	//use a slightly negative base value to discourage settling in bad lands
	int iDefaultPlotValue = -100;

	int iBorderlandRange = 6;
	int iCapitalArea = NULL;

	bool bIsAlmostCoast = false;
	bool bIsInca = false;
	int iAdjacentMountains = 0;

	std::vector<SPlotWithScore> workablePlots;
	workablePlots.reserve(49);

	TeamTypes eTeam = pPlayer ? pPlayer->getTeam() : NO_TEAM;
	PlayerTypes ePlayer = pPlayer ? pPlayer->GetID() : NO_PLAYER;

	if (pPlayer)
	{
		if ( pPlayer->getCapitalCity() )
		{
			iCapitalArea = pPlayer->getCapitalCity()->getArea();
		}

		// Custom code for Inca ideal terrace farm locations
		ImprovementTypes eIncaImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_TERRACE_FARM", true);  
		if(eIncaImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eIncaImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					bIsInca = true;
				}
			}
		}
	}


	int iRange = pPlayer ? pPlayer->getWorkPlotDistance() : 3;
	for (int iDX = -iRange; iDX <= iRange; iDX++)
	{
		for (int iDY = -iRange; iDY <= iRange; iDY++)
		{
			CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY());

				if (iDistance <= iRange)
				{
					int iRingModifier = m_iRingModifier[iDistance];

					//not only our cities, also other player's cities!
					int iExistingCityDistance = GC.getGame().GetClosestCityDistance(pLoopPlot);

					//count the tile only if the city will be able to work it
					if ( !pLoopPlot->isValidMovePlot(pPlayer->GetID()) || pLoopPlot->getWorkingCity()!=NULL || iExistingCityDistance<=2 ) 
						iRingModifier = 0;

					if (iExistingCityDistance==3)
						//this plot will likely be contested between the two cities, reduce its value
						iRingModifier /= 2;

					int iPlotValue = iDefaultPlotValue;
					if (iRingModifier>0)
					{
						int iFoodValue = 0;
						int iHappinessValue = 0;
						int iProductionValue = 0;
						int iGoldValue = 0;
						int iScienceValue = 0;
						int iFaithValue = 0;
						int iResourceValue = 0;
						int iStrategicValue = 0;

						if (eYield == NO_YIELD || eYield == YIELD_FOOD)
							iFoodValue = ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION)
							iProductionValue = ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_GOLD)
							iGoldValue = ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_SCIENCE)
							iScienceValue = ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_FAITH)
							iFaithValue = ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER();

						if (pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles
						{
							iHappinessValue = ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER();
							iResourceValue = ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER();
							if (iDistance)
								iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER();  // the ring is included in the computation
						}

						iTotalFoodValue += iFoodValue;
						iTotalHappinessValue += iHappinessValue;
						iTotalProductionValue += iProductionValue;
						iTotalGoldValue += iGoldValue;
						iTotalScienceValue += iScienceValue;
						iTotalFaithValue += iFaithValue;
						iTotalResourceValue += iResourceValue;
						iTotalStrategicValue += iStrategicValue;

						iPlotValue += iRingModifier * ( iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue ) + iStrategicValue;
					}

					// for the central plot
					if (iDistance==0)
						vQualifiersPositive.push_back( CvString::format("raw plot value %d", iPlotValue).c_str() );

					if (iDistance==1 && !pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()) && pLoopPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
						bIsAlmostCoast = true;

					// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
					if (pLoopPlot->IsNaturalWonder() && iPlotValue>0)
						iPlotValue *= 15;

					// lower value a lot if we already own this tile
					if (iPlotValue > 0 && pLoopPlot->getOwner() == ePlayer && ePlayer != NO_PLAYER)
						iPlotValue /= 2;

					// add this plot into the total
					workablePlots.push_back( SPlotWithScore(pLoopPlot,iPlotValue) );

					// some civ-specific checks
					FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
					ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
					ResourceTypes ePlotResource = pLoopPlot->getResourceType();

					if (ePlotFeature == FEATURE_FOREST)
					{
						if (iDistance <= 5)
						{
							++iIroquoisForestCount;
							if (iDistance == 1)
								if (ePlotImprovement == NO_IMPROVEMENT)
									++iCelticForestCount;
						}
					}
					else if (ePlotFeature == FEATURE_JUNGLE)
					{
						if (iDistance <= iRange)
							++iBrazilJungleCount;
					}
					else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
					{
						if (iDistance <= iRange)
							++iWetlandsCount;
					}

					if (pLoopPlot->IsNaturalWonder())
					{
						if (iDistance <= iRange)
							++iNaturalWonderCount;
					}

					if (pLoopPlot->isLake())
					{
						if (iDistance <= iRange)
							++iLakeCount;
					}
					if (pLoopPlot->getResourceType(NO_TEAM) != NO_RESOURCE)
					{
						ResourceTypes eResource = pLoopPlot->getResourceType(eTeam);
						if(eResource != NO_RESOURCE && GC.getResourceInfo(eResource)->getResourceUsage() == RESOURCEUSAGE_LUXURY)
						{
							if (iDistance <= iRange)
							{
								++iLuxuryCount;
							}
						}
					}

					if (pLoopPlot->getTerrainType() == TERRAIN_DESERT)
					{
						if (iDistance <= iRange)
						{
							if (ePlotResource == NO_RESOURCE)
							{
								++iDesertCount;
							}
						}
					}

					if (bIsInca)
					{
						if (pLoopPlot->isHills() && iDistance <= iRange)
						{
							iAdjacentMountains = pLoopPlot->GetNumAdjacentMountains();
							if (iAdjacentMountains > 0 && iAdjacentMountains < 6)
							{
								//give the bonus if it's hills, with additional if bordered by mountains
								iCivModifier += (iAdjacentMountains+1) * m_iIncaMultiplier;
								vQualifiersPositive.push_back("(C) incan hills");
							}
						}
					}
				}
			}
		}
	}	

	//take into account only the best 70% of the plots - in the near term the city will not work all plots anyways
	std::stable_sort( workablePlots.begin(), workablePlots.end() );
	size_t iIrrelevantPlots = workablePlots.size()*30/100;
	for (size_t idx=iIrrelevantPlots; idx<workablePlots.size(); idx++)
	{
		SPlotWithScore& ref = workablePlots[idx];
		iTotalPlotValue += ref.score;
	}

	if (iTotalPlotValue<0)
		return 0;
	
	//civ-specific bonuses
	if (pPlayer)
	{
		if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest())
		{
			if (iCelticForestCount >= 3)
			{
				iCivModifier += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
				vQualifiersPositive.push_back("(C) much forest");
			}
			else if (iCelticForestCount >= 1)
			{
				iCivModifier += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
				vQualifiersPositive.push_back("(C) some forest");
			}
		}
		else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad())
		{
			iCivModifier += iIroquoisForestCount * 10;	
			vQualifiersPositive.push_back("(C) forested");
		}
		else if (pPlayer->GetPlayerTraits()->GetNaturalWonderYieldModifier() > 0)	//ie: Spain
		{
			iCivModifier += iNaturalWonderCount * m_iSpainMultiplier;	
			vQualifiersPositive.push_back("(C) natural wonders");
		}

		// Custom code for Brazil
		ImprovementTypes eBrazilImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_BRAZILWOOD_CAMP", true);  
		if(eBrazilImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iBrazilJungleCount * m_iBrazilMultiplier;
					vQualifiersPositive.push_back("(C) jungle");
				}
			}
		}

		// Custom code for Morocco
		ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true);  
		if(eMoroccoImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && !pkEntry->IsAdjacentCity())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iDesertCount * m_iMorrocoMultiplier;
					vQualifiersPositive.push_back("(C) desert");
				}
			}
		}

		// Custom code for France
		ImprovementTypes eFranceImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_CHATEAU", true);  
		if(eFranceImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eFranceImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && pkEntry->IsAdjacentLuxury())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iLuxuryCount * m_iFranceMultiplier;
					vQualifiersPositive.push_back("(C) luxury");
				}
			}
		}

		//Custom code for Netherlands
		ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true);  
		if(ePolderImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iWetlandsCount * m_iNetherlandsMultiplier;
					if(pkEntry->IsAdjacentLake())
					{
						iCivModifier += (iLakeCount * m_iNetherlandsMultiplier);
					}
					vQualifiersPositive.push_back("(C) wetlands");
				}
			}
		}
	}

	// Finally, look at the city plot itself
	if (pPlot->getResourceType(eTeam) != NO_RESOURCE)
	{
		iValueModifier += (int)iTotalPlotValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
		vQualifiersNegative.push_back("(V) city on resource");
	}

	if (pPlot->IsNaturalWonder())
	{
		iValueModifier += (int)iTotalPlotValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
		vQualifiersNegative.push_back("(V) city on natural wonder");
	}

	if ( iTotalFoodValue>5*iTotalProductionValue || iTotalProductionValue > 2*iTotalFoodValue )
	{
		iValueModifier -= (int)iTotalPlotValue * 10 / 100;
		vQualifiersNegative.push_back("(V) unbalanced yields");
	}

	if (pPlot->isRiver())
	{
		iValueModifier += (int)iTotalPlotValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100;
		if(pPlayer && pPlayer->GetPlayerTraits()->IsRiverTradeRoad())
			iValueModifier += (int)iTotalPlotValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100 * 2;
		vQualifiersPositive.push_back("(V) river");
	}

	if (bIsAlmostCoast)
	{
		iValueModifier -= (iTotalPlotValue * 25) / 100;
		vQualifiersNegative.push_back("(V) almost coast");
	}

	CvArea* pArea = pPlot->area();
	int iGoodTiles = 1;
	if(pArea != NULL)
	{
		iGoodTiles = max(1,(pArea->getNumUnownedTiles() - pArea->GetNumBadPlots()));
	}

	//Island maps need a little more loose restriction here.
	if(GC.getMap().GetAIMapHint() & ciMapHint_NavalOffshore)
	{
		if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
		{
			if(pArea != NULL && iGoodTiles > 0)
			{
				iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
				vQualifiersPositive.push_back("(V) coast");

				if (pPlayer)
				{
					int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
					if (iNavalFlavor > 7)
					{
						iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
					}
					if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
					{
						iValueModifier += iTotalPlotValue;
					}
				}
			}
		}
		else
		{
			if(iGoodTiles <= 3)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) not enough good plots");
			}
			else if(iGoodTiles <= 6)
			{
				iValueModifier -= (iTotalPlotValue * 20) / 100;
				vQualifiersNegative.push_back("(V) few good plots");
			}
		}
	}
	else
	{
		if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
		{
			if(pArea != NULL && iGoodTiles > 3)
			{
				iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
				vQualifiersPositive.push_back("(V) coast");

				if (pPlayer)
				{
					int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
					if (iNavalFlavor > 7)
					{
						iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
					}
					if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
					{
						iValueModifier += iTotalPlotValue;
					}
				}
			}
			else if(pArea != NULL && iGoodTiles == 1)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) coast on 1-tile island is not great");
			}
			else
			{
				iValueModifier -= (iTotalPlotValue * 25) / 100;
				vQualifiersNegative.push_back("(V) coast on small island");
			}
		}
		else
		{
			if(iGoodTiles <= 5)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) not enough good plots");
			}
			else if(iGoodTiles <= 10)
			{
				iValueModifier -= (iTotalPlotValue * 20) / 100;
				vQualifiersNegative.push_back("(V) few good plots");
			}
		}
	}

	//Is this a chokepoint?
	if(pPlot->IsChokePoint())
	{
		iStratModifier += (iTotalPlotValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE()) / 100;
		vQualifiersPositive.push_back("(S) chokepoint");

		//each landbride is a chokepoint, but not every chokepoint is a landbridge
		if(pPlot->IsLandbridge(12,54))
		{
			iStratModifier += (iTotalPlotValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE()) / 100;
			vQualifiersPositive.push_back("(S) landbridge");
		}
	}

	//Check for strategic landgrab
	int iOwnCityDistance = pPlayer ? pPlayer->GetCityDistance(pPlot) : INT_MAX;
	int iOtherCityDistance = INT_MAX;

	//check if the closest city is our or somebody else's
	CvCity* pClosestCity = GC.getGame().GetClosestCity(pPlot);
	if( pClosestCity && (!pPlayer || pClosestCity->getOwner()!=pPlayer->GetID()) )
	{
		iOtherCityDistance = GC.getGame().GetClosestCityDistance(pPlot);

		PlayerTypes eOtherPlayer = (PlayerTypes) pClosestCity->getOwner();
		PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
		if(eProximity >= PLAYER_PROXIMITY_CLOSE && iOtherCityDistance<=iBorderlandRange)
		{
			//Neighbor must not be too strong
			if ( pPlayer->GetMilitaryMight() > GET_PLAYER(eOtherPlayer).GetMilitaryMight()*1.4f )
			{
				iStratModifier += (iTotalPlotValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE()) / 100;
				vQualifiersPositive.push_back("(S) landgrab");
			}
			else if ( pPlayer->GetMilitaryMight() < GET_PLAYER(eOtherPlayer).GetMilitaryMight()*0.8f )
			{
				iStratModifier -= (iTotalPlotValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE()) / 100;
				vQualifiersNegative.push_back("(S) too dangerous");
			}
		}
	}

	// where is our personal sweet spot?
	int iMinDistance = /*3*/ GC.getMIN_CITY_RANGE();
	if(pPlayer && pPlayer->isMinorCiv())
	{
		if(GC.getMap().getWorldInfo().getMinDistanceCityStates() > 0)
		{
			iMinDistance = GC.getMap().getWorldInfo().getMinDistanceCityStates();
		}
	}
	else if(GC.getMap().getWorldInfo().getMinDistanceCities() > 0)
	{
		iMinDistance = GC.getMap().getWorldInfo().getMinDistanceCities();
	}

	if (iOwnCityDistance <= iMinDistance)
	{
		//this case should be handled by the distance check in CanFound() also
		iValueModifier -= iTotalPlotValue / 2;
		vQualifiersNegative.push_back("(V) too close to existing friendly city");
	}

	// AI only
	if (pPlayer && !pPlayer->isHuman())
	{
		int iSweetMin = GC.getSETTLER_DISTANCE_DROPOFF_MODIFIER();
		int iSweetMax = GC.getSETTLER_DISTANCE_DROPOFF_MODIFIER()+1;

		//check our preferred balance between tall and wide
		int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex);
		if (iGrowthFlavor > 5)
		{
			iSweetMax++;
			iSweetMin++;
		}
		else if (iGrowthFlavor < 5)
		{
			iSweetMax--;
			iSweetMin--;
		}

		int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex);
		if (iExpansionFlavor > 5)
		{
			iSweetMax++;
			iSweetMin++;
		}
		else if (iExpansionFlavor < 5)
		{
			iSweetMax--;
			iSweetMin--;
		}

		if(iSweetMin < iMinDistance)
			iSweetMin = iMinDistance;

		//this affects both friendly and other cities
		if (min(iOwnCityDistance,iOtherCityDistance) >= iSweetMin && max(iOwnCityDistance,iOtherCityDistance) <= iSweetMax) 
		{
			iValueModifier += (iTotalPlotValue*20)/100; //make this a small bonus, there is a separate distance check anyway
			vQualifiersPositive.push_back("(V) optimal distance to existing cities");
		}

		//boldness comes into play when there are enemy cities around
		int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness();
		if (iBoldness > 5)
			iSweetMin--;
		if (iBoldness < 5)
			iSweetMin++;

		if (iOtherCityDistance<=iSweetMin)
		{
			iStratModifier -= iTotalPlotValue / 2;
			vQualifiersNegative.push_back("(S) too close to existing enemy city");
		}
	}

#if defined(MOD_EVENTS_CITY_FOUNDING)
	if (MOD_EVENTS_CITY_FOUNDING) {
		if (GAMEEVENTINVOKE_TESTALL(GAMEEVENT_PlayerCanFoundCity, pPlayer->GetID(), pPlot->getX(), pPlot->getY()) == GAMEEVENTRETURN_FALSE) {
			return false;
		}
	}
#endif
	//logging logging logging
	if (pDebug)
	{
		pDebug->Format("%d,%d,%d,%d", iTotalPlotValue, iValueModifier, iStratModifier, iCivModifier);
		for (size_t i=0; i<vQualifiersPositive.size();i++)
		{
			pDebug->append(",positive: ");
			pDebug->append(vQualifiersPositive[i].c_str());
		}
		for (size_t i=0; i<vQualifiersNegative.size();i++)
		{
			pDebug->append(",negative: ");
			pDebug->append(vQualifiersNegative[i].c_str());
		}
	}

	return max(0,iTotalPlotValue + iValueModifier + iStratModifier + iCivModifier);
}