Support AI opponents in two-faction games
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@@ -18,9 +18,10 @@ For the provisional two-person setup, the host enables **Two players, two
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factions each** in the lobby. Each person joins with one faction, then adds a
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second and uses **Active faction** to switch seats. Ready each faction before
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the host starts. The factions are independent unless they form an alliance;
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the ordinary victory target is four strongholds per side. The prototype
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requires human-controlled seats and cannot be disabled after a second faction
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is added. Counts for optional modules and wider interactions remain provisional.
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the ordinary victory target is four strongholds per side. The host may add an
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AI opponent and choose its two factions; each uses its own current AI policy
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and difficulty. The mode cannot be disabled while a controller has a second
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faction. Counts for optional modules and wider interactions remain provisional.
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See [the implementation scope](docs/TWO_PLAYER_TWO_FACTIONS.md).
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New ordinary-auction lots show a **ten-second bidding countdown**. Native
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