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报告翻译问题
Deploy MCV
Power
Barracks
Refinery
Dog House
Warfactory
Adv power
Refinery
Radar
Tech
Adv power
Nuke
Refinery
War factory
Naval yard/sub pen
Air field
Helipad
Adv. Power
All other stuff like gap gen, defences and repair bay.
Deploy MCV
Power
Refinery
Refinery
Barracks
Adv Power
Warfactory
Radar dome
Adv Power
Tech center
Adv Power
Nuke
The rest by random selection
2 kennel
refinery
war factory
some basic base defense
barracks
refinery
war factory
refinery
naval yard
radar
2 airfield
refinery
2 helipad
service deport(current AI uses them as airfield and helipad to repair their aircraft)
naval yard
tech center
nuclear silo
refinery
more base defense
2 gap generator
the rest
roll back to previous per building upper the power plus,that one handles more better and is the only one AI building one power plant then build advanced power plant instead.the only bug needs to be fixed is building and selling loop.
and the current version of AI build too many Infantry in the beginning that made them too easy to being rushed
I suggests if AI have only 1 refinery(or total cash is not over 5000,),stop or slowdown(RA2 AI slows down the production speed if my memory serves right) AI's unit production if the silo amount less than 15%(seems like AI couldn't handle it when AI have 2 barracks in the beginning,because it's limited by refinery silo amount,also this could make a proper cash flow to (re)build more refineries)