Just pushed to SVN (3871):
Most of this is based on debugging what was going on in SO's game where he came across an undefended AI city.
There are still some issues with the AI choosing slightly inappropriate units for certain tasks, due to AIWeights on units distorting things - posted about hat on the units thread.
- Fixed AI units forgetting their missions after part executing a move
- Fixed missing cached value that slightly screwed up city-build contracting for a turn or two after a load
- Modified city defense unit contracting to use a much higher priority when a city is below what it considers minimal defense
- Tweaked AI slightly for city counter units to prevent them leaving an otherwise undefended city
- Tweaked AI settler escort slightly
Most of this is based on debugging what was going on in SO's game where he came across an undefended AI city.
There are still some issues with the AI choosing slightly inappropriate units for certain tasks, due to AIWeights on units distorting things - posted about hat on the units thread.