Support AI opponents in two-faction games

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Quintine committed 2026-10-28 00:02:02 +11:00
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@@ -18,9 +18,10 @@ For the provisional two-person setup, the host enables **Two players, two
factions each** in the lobby. Each person joins with one faction, then adds a
second and uses **Active faction** to switch seats. Ready each faction before
the host starts. The factions are independent unless they form an alliance;
the ordinary victory target is four strongholds per side. The prototype
requires human-controlled seats and cannot be disabled after a second faction
is added. Counts for optional modules and wider interactions remain provisional.
the ordinary victory target is four strongholds per side. The host may add an
AI opponent and choose its two factions; each uses its own current AI policy
and difficulty. The mode cannot be disabled while a controller has a second
faction. Counts for optional modules and wider interactions remain provisional.
See [the implementation scope](docs/TWO_PLAYER_TWO_FACTIONS.md).
New ordinary-auction lots show a **ten-second bidding countdown**. Native