TLDR: seeking detailed "what should this city build next" logic for AI players in CivOne I've been working on moving SWY's CivOne re-creation forward, fixing bugs and adding missing features. [You can find the releases on Github here]. I've started writing the AI players' unit movement logic, mostly thanks to darkpanda's reverse-engineering. A blockage I have is what logic to use for the AI city production. SWY has simple build logic in place, but isn't very close to Microprose's behavior [which I'm aiming for, initially]. darkpanda's reverse engineering has a reference to a function selectCityProduction , but no code for said function. I'm looking for some detailed ideas for how the AI City production logic would work, ideally approaching the original Microprose logic. Since it is tied to available advances, the AI logic for which advance to research should be included [right now is pure random]. The Civilization behaviors need to be taken into account: Aggression, Development, and Militarism. Essentially a 9-value matrix to dictate which research / unit the civilization would likely target. You can see all the values at the bottom of this : https://www.civfanatics.com/civ1/cia/allcivs.htm [If you have questions or comments on CivOne in general, please go to this topic.] My thanks in advance!