Comments (1)
I don't think this is a bad decision, at least not in a pure BM-Pirate Ship game.
When you choose money instead of attacking, you're not only giving up the token this turn, but you're one token poorer on all subsequent turns. Further, you're less likely to hit treasure in later attacks than in earlier ones in many cases.
I played with the parameters a little. Always buying a Province when possible loses slightly to the current strategy. As does starting to buy Provinces with fewer than 5 tokens.
You can mess with the method yourself. Just add this to your script (similar to gainPriority):
pirateShipPriority: (state, my) -> [
'coins' if state.current.mats.pirateShip >= 5 and state.current.getAvailableMoney()+state.current.mats.pirateShip >= 8
'attack'
]
That's the default. Change the if-condition to match how you think it should work and see if it can beat the default.
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Related Issues (20)
- Implement Swindler
- Implement Minion
- Implement Mining Village
- Implement Governor HOT 1
- Implement Contraband
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- Poor Vault choices HOT 1
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- React with Secret Chamber; draw a reaction card HOT 1
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- CoffeeScript Error: multiple object literal properties named "ai_playValue" HOT 3
- Throne Room and King's Court don't nest correctly HOT 1
- add "counters" metadata to each strategy as they are discovered HOT 1
- Simulator never plays Lookout HOT 1
- Minion Bug - Second Player discards hand always
- Add another optimized Big Money variant
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