// set_resource_desire.fli
// places pop on tiles
// 
// The basic strategy is thus:
//	1) Food is fulfilled by setting the miniumum % of food.
//		This is 1.5 as a default.
//		Once this goal is met, Food is the lowest priority -- 1/10 the value of anything else.
//	2) Gold is the second highest priority. Gold has a 1.5 multiplier as a default.
//		So, a Banker is better than a 10 P, 5 F, no gold tile. (A Plain or a Grassland tile.)
//	3) Production and Science alternate in importance depending on the speed of science.
//		and on whether or not the AI is at war.
//		When Science is important, 10 Science is better than 10 P, 5 G. A Hill w/o Mine.
//		Normally, 10 Science is only better than 5 P, 5 G. 
//	4) This applies to all city sizes.

// low = 10
// med = 100
// high = 200

// high production is the default behavior
if (not yes_opening_game_strategy
	and not a5to9_num_cities and not yes_barbarian)
{
	med_pop_production_max // 101
	low_pop_production_min // 50
	med_pop_gold // 150
} 

if(	not yes_opening_game_strategy 
	and not a5to9_num_cities and not yes_barbarian)
{
	growth_prod_gold_set_wgf
}	

if (low_science) 
{ 
	low_pop_science
} 
if (med_science) 
{ 
	med_pop_science
}

if (high_science) 
{ 
	high_pop_science
} 

if(	yes_i_can_build_wormhole_probe)
{
	very high_pop_production_max
	very low_pop_science
}

if(	yes_focus_on_units)
{
	very high_pop_production_max
	very low_pop_science
}

// barbarian rules
if (yes_barbarian) 
{ 
    high_pop_production_max
	high_pop_production_min
	low_pop_food_max
	low_pop_food_min
}

//if (yes_i_agreed_to_stop_polluting)
//{
//	very odd_pop_food_max
//	very odd_pop_food_min
//}		    

// Get gold if we're in a crisis.
if(dangerously_high_gold_and_wages_cost)
{
	very super_high_pop_gold
	low_pop_food_min
	very low_pop_science
	no_growth_min_food_factor
}

