tom2050
Deity
- Joined
- Oct 12, 2005
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Results:
NOTE: Both AI's are locked in war, my Civ is just an observer... Excel file below has full statistics on AI builds.
Test 3 Excel Spreadsheet
ROUND 1
AI Builds = 30 turns (each Civ = 210 units total):
Unit - # built - % built - Unit Flag
Germany:
Warriors - 15 - 7% - Amphibious
Archers - 3 - 1% - ZOC
Spearman - 2 - 1% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 4 - 2% - Radar
Pikeman - 45 - 21% - Enslave ability; enslave results in a worker
Longbowman - 132 - 63% - Ability to stealth attack musketmen
Musketman - 9 - 4% - 1 HP Bonus
Russia:
Warriors - 18 - 9% - Amphibious
Archers - 4 - 2% - ZOC
Spearman - 2 - 1% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 8 - 4% - Radar
Pikeman - 33 - 16% - Enslave ability; enslave results in a worker
Longbowman - 137 - 65% - Ability to stealth attack musketmen
Musketman - 8 - 4% - 1 HP Bonus
Observations:
- The AI first built units with Amphibious abilites (Warriors) over all others, then Stealth, then Enslave, and slowly built other units with other abilities after that. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- On turn 9, Soviet had 2 defenders in each city, 3 in the capitol (defenders were mostly Longbowman, then Pikeman, then Warriors)
- On turn 26, both AI's are primarily using Longbowmen for defense of their cities
- It is clear that a unit with Stealth ability is highly prized by the AI, then Enslave, Amphibious, Extra HP's, Radar, ZOC, and Defensive Bombard
- NOTE: The clear fact that the AI prizes Stealth so much means it can probably be used to coerce the AI to build more units of a particular type. Say, for instance, someone wants the AI to build more a particular unit that it does not build very often, one may be able to give it Stealth ability (and the stealth target would be a unit that is hardly ever encountered), and the AI may build many more of these units, simply because it has the stealth ability, same may go for Enslave as well
WINNER of ROUND 1: STEALTH
Stealth has won this round, and will be eliminated from Round 2 (to see if AI build priorities stay the same, or if they change). NOTE: Which or how many targets the stealth unit has the ability to choose from did not appear to have much of an impact on build priority, but further testing may have to be done to determine this.
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ROUND 2
AI Builds = 30 turns (each Civ = 210 units total):
Germany:
Warriors - 29 - 14% - Amphibious
Archers - 17 - 8% - ZOC
Spearman - 13 - 6% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 24 - 11% - Radar
Pikeman - 106 - 50% - Enslave ability; enslave results in a worker
Musketman - 21 - 10% - 1 HP Bonus
Russia:
Warriors - 28 - 13% - Amphibious
Archers - 13 - 6% - ZOC
Spearman - 9 - 4% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 19 - 9% - Radar
Pikeman - 111 - 53% - Enslave ability; enslave results in a worker
Musketman - 30 - 14% - 1 HP Bonus
Observations:
- The AI first built units with Amphibious abilites (Warriors) over all others, then Enslave, then they build other units in no particular pattern. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- It is clear that a unit with Enslave ability is also highly prized by the AI, then Amphibious, Extra HP's, Radar, ZOC, and Defensive Bombard (which was the same order of results as in Round 1)
- German AI used primarily Musketmen (Extra HP's) units to defend it's cities, wheras Soviet used
mostly Pikemen (Enslave).
- Soviet AI built quite a few more HP units (Musketmen) than Germany, whereas Germany built more
Archers (ZOC), Spearman (Def.Bomb), and Swordsman(Radar)
- NOTE: The Enslave ability could also be used to coerce the AI to make more units it does not normally make, especially good for defense units, since the enslave function would not be used that often (but this would only work in certain circumstances, since certain games would not want extra units being enslaved).
WINNER of Round 2: ENSLAVE
Enslave has won this round by a huge margin, and will be eliminated from Round 3 (to see if AI build priorities stay the same, or if they change).
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ROUND 3
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 61 - 17% - Amphibious
Archers - 67 - 19% - ZOC
Spearman - 54 - 15% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 79 - 23% - Radar
Musketman - 89 - 25% - 1 HP Bonus
Russia:
Warriors - 50 - 14% - Amphibious
Archers - 62 - 18% - ZOC
Spearman - 56 - 16% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 85 - 24% - Radar
Musketman - 97 - 28% - 1 HP Bonus
Observations:
- Clear winner this round was units with Extra HP's, and then units with Radar very close behind; then ZOC, Amphibious, and Defensive Bombard
- AI builds units with Amphibious first (as they did in every Round so far), and units with defensive bombard last; other units built in no particular order
- The AI first built units with Amphibious abilites (Warriors) over all others and units with defensive bombard last; other units built in no particular order. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet AI built quite a few more HP units (Musketmen) than Germany, whereas Germany built more Archers (ZOC), Spearman (Def.Bomb), and Swordsman(Radar); this is probably due to the fact that the programmers have implemented 'moods' of the AI (as I read in an interview somewhere)... and depending on an AI mood, they may build more of a particular type of unit than others
IMPORTANT NOTE!!!! - The Amphibious Unit production dropped alot! Previously, the AI built (by number) Amphibious, Radar, ZOC... but this round it built (by number) Radar, ZOC, Amphibious; so the AI apparently does not see the Amphibious unit as important as it did before. And even before, Amphibious was not considered as high as it appeared, since the AI will build the unit with the highest defense first to protect its cities, and since all units have a defense factor of 5, it picks the first on the list, which was warrior, so Amphibious was probably much lower than shown on all tests.
- Probable cause of change of build priorities: AI must place high attack values on Enslave and Stealth (Enslave is free units, Stealth is powerful attack tool), and with these gone in this round, AI produced many more units with abilities that 'increase' win percentages (Extra HP's and ZOC), and Radar units are the strange case here (although the build percentage is fairly consistent), so this may cause Amphibious to drop more (since it's advantages may not be considered as high as the others).
WINNER of Round 3: EXTRA HIT POINTS
Extra HP's has won this round, and will be eliminated from Round 4 (to see if AI build priorities stay the same, or if they change).
---------------------------------
ROUND 4
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 73 - 21% - Amphibious
Archers - 94 - 27% - ZOC
Spearman - 76 - 22% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 107 - 31% - Radar
Russia:
Warriors - 73 - 21% - Amphibious
Archers - 104 - 30% - ZOC
Spearman - 68 - 19% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 105 - 30% - Radar
Observations:
- Winner this round was units with Radar, followed VERY closely by ZOC, and Amphibious / Def. Bombard was practically a tie (although Amphibious was ahead by 2 units)
- I tested for 50 rounds to ensure clear results, but the numbers are still very close
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet and Germany build percentages were fairly close for all units this round
WINNER of Round 4: RADAR
Radar has won this round, and will be eliminated from Round 5 (to see if AI build
priorities stay the same, or if they change). NOTE: ZOC was very close to Radar, but ZOC has followed Radar in every Round so far, so the AI does consider Radar a higher priority than Zone of Control)
---------------------------------
ROUND 5
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 106 - 30% - Amphibious
Archers - 127 - 36% - ZOC
Spearman - 117 - 33% - Defensive Bombard, Strength 5, Rate 2
Russia:
Warriors - 99 - 28% - Amphibious
Archers - 145 - 41% - ZOC
Spearman - 106 - 30% - Defensive Bombard, Strength 5, Rate 2
Observations:
- Winner this round was units with ZOC, followed by Defensive Bombard, and then Amphibious
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet and Germany build percentages were fairly close for all units
- Build priorities again changed this round, with Defensive bombard units being built more often than amphibious (amphib took last); Percentages of units built have steadily increased for all units; except for the Amphibious unit, which has decreased steadily since the first round
WINNER of Round 5: Zone of Conrol
ZOC has won this round, and would be eliminated from Round 6, but it appears that the AI would build more Defensive Bombard units over Amphibious.. I may do a quick test just to see though.
---------------------------------
ROUND 6
AI Builds = 69 turns - stopped before 70 since that is when first tech is researched (each Civ = 483 units total):
Germany:
Warriors - 224 - 46% - Amphibious
Spearman - 259 - 54% - Defensive Bombard, Strength 5, Rate 2
Russia:
Warriors - 244 - 51% - Amphibious
Spearman - 239 - 49% - Defensive Bombard, Strength 5, Rate 2
Observations:
- Winner this round would appear to be the Defensive Bombard (won by 30 more units being built), although Russia built more Amphibious units. So it's pretty close to even, but I personally would have to give Def Bombard the win.
- Also, since all defense factors are the same for all the units, each civ initially built all warriors because they were 'first on the list', so defensive bombard would also be winner with this taken into consideration.
WINNER of Round 6: Inconclusive (read below)
Defensive Bombard has won this round, although the results were very close, further testing discovered something strange though!
Just to see if the amount of bombard would make a difference, I did another test giving the spearman a bombard of 45 and rate of fire 7. The AI still built the units in a similar fashion as they did before, with only slightly more defensive bombard units compared to amphibious... this shows the AI does not look at defensive bombard rates, only that it has them.
So I did another test, removing the defensive bombard ability from the Spearman. This time the AI built the units in the same pattern as before, building more Spearman (no abilities) than Warriors (Amphibious)! This concludes that the AI does not look at defensive bombard at all! Not only that, but it also concludes that the AI does not place a high priority on the Amphibious ability (since it built less units with Amphibious (Warriors) than units with no abilities (Spearman)). This is a somewhat shocking discovery! The AI built these Amphibious units first solely for the reason it was first on the build list (Every test, on the first week, the AI built all Warriors, then slowly switched to building other units as well). The first 2 tests, I only went for 30 rounds, and afterwards I went for 50 rounds... on the first 2, if I did go 50 rounds, Amphibious probably would not have been as high as it was. So it appears that the AI, to a small extent, sees Amphibious as a penalty, or that it does not take the Amphibious flag into consideration.
I did another test, changing the Spearman to Amphibious and the Warrior to no abilities.. and the AI created Warriors in all 7 cities on the first turn... this proves that the AI just builds the first unit on the list (since all their defense stats are the same) and does not take initial build flags into consideration.
None of these flags that have been tested here are not taken into consideration when the AI builds units initially to defend it's cities. It only looks at the defense factor.
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CONCLUSION:
Flags the AI likes the most are:
1. Stealth
2. Enslave
3. Extra HP's (more HP's probably increases AI chance of building a particular unit, see HP Test below)
4. Radar
5. ZOC
6. Inconcluisve (Defensive Bombard is not factored in by the AI... units with no abilities will be produced more often than units with Amphibious)
NOTE: Both AI's are locked in war, my Civ is just an observer... Excel file below has full statistics on AI builds.
Test 3 Excel Spreadsheet
ROUND 1
AI Builds = 30 turns (each Civ = 210 units total):
Unit - # built - % built - Unit Flag
Germany:
Warriors - 15 - 7% - Amphibious
Archers - 3 - 1% - ZOC
Spearman - 2 - 1% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 4 - 2% - Radar
Pikeman - 45 - 21% - Enslave ability; enslave results in a worker
Longbowman - 132 - 63% - Ability to stealth attack musketmen
Musketman - 9 - 4% - 1 HP Bonus
Russia:
Warriors - 18 - 9% - Amphibious
Archers - 4 - 2% - ZOC
Spearman - 2 - 1% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 8 - 4% - Radar
Pikeman - 33 - 16% - Enslave ability; enslave results in a worker
Longbowman - 137 - 65% - Ability to stealth attack musketmen
Musketman - 8 - 4% - 1 HP Bonus
Observations:
- The AI first built units with Amphibious abilites (Warriors) over all others, then Stealth, then Enslave, and slowly built other units with other abilities after that. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- On turn 9, Soviet had 2 defenders in each city, 3 in the capitol (defenders were mostly Longbowman, then Pikeman, then Warriors)
- On turn 26, both AI's are primarily using Longbowmen for defense of their cities
- It is clear that a unit with Stealth ability is highly prized by the AI, then Enslave, Amphibious, Extra HP's, Radar, ZOC, and Defensive Bombard
- NOTE: The clear fact that the AI prizes Stealth so much means it can probably be used to coerce the AI to build more units of a particular type. Say, for instance, someone wants the AI to build more a particular unit that it does not build very often, one may be able to give it Stealth ability (and the stealth target would be a unit that is hardly ever encountered), and the AI may build many more of these units, simply because it has the stealth ability, same may go for Enslave as well
WINNER of ROUND 1: STEALTH
Stealth has won this round, and will be eliminated from Round 2 (to see if AI build priorities stay the same, or if they change). NOTE: Which or how many targets the stealth unit has the ability to choose from did not appear to have much of an impact on build priority, but further testing may have to be done to determine this.
---------------------------------
ROUND 2
AI Builds = 30 turns (each Civ = 210 units total):
Germany:
Warriors - 29 - 14% - Amphibious
Archers - 17 - 8% - ZOC
Spearman - 13 - 6% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 24 - 11% - Radar
Pikeman - 106 - 50% - Enslave ability; enslave results in a worker
Musketman - 21 - 10% - 1 HP Bonus
Russia:
Warriors - 28 - 13% - Amphibious
Archers - 13 - 6% - ZOC
Spearman - 9 - 4% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 19 - 9% - Radar
Pikeman - 111 - 53% - Enslave ability; enslave results in a worker
Musketman - 30 - 14% - 1 HP Bonus
Observations:
- The AI first built units with Amphibious abilites (Warriors) over all others, then Enslave, then they build other units in no particular pattern. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- It is clear that a unit with Enslave ability is also highly prized by the AI, then Amphibious, Extra HP's, Radar, ZOC, and Defensive Bombard (which was the same order of results as in Round 1)
- German AI used primarily Musketmen (Extra HP's) units to defend it's cities, wheras Soviet used
mostly Pikemen (Enslave).
- Soviet AI built quite a few more HP units (Musketmen) than Germany, whereas Germany built more
Archers (ZOC), Spearman (Def.Bomb), and Swordsman(Radar)
- NOTE: The Enslave ability could also be used to coerce the AI to make more units it does not normally make, especially good for defense units, since the enslave function would not be used that often (but this would only work in certain circumstances, since certain games would not want extra units being enslaved).
WINNER of Round 2: ENSLAVE
Enslave has won this round by a huge margin, and will be eliminated from Round 3 (to see if AI build priorities stay the same, or if they change).
---------------------------------
ROUND 3
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 61 - 17% - Amphibious
Archers - 67 - 19% - ZOC
Spearman - 54 - 15% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 79 - 23% - Radar
Musketman - 89 - 25% - 1 HP Bonus
Russia:
Warriors - 50 - 14% - Amphibious
Archers - 62 - 18% - ZOC
Spearman - 56 - 16% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 85 - 24% - Radar
Musketman - 97 - 28% - 1 HP Bonus
Observations:
- Clear winner this round was units with Extra HP's, and then units with Radar very close behind; then ZOC, Amphibious, and Defensive Bombard
- AI builds units with Amphibious first (as they did in every Round so far), and units with defensive bombard last; other units built in no particular order
- The AI first built units with Amphibious abilites (Warriors) over all others and units with defensive bombard last; other units built in no particular order. The reason is that since all units have the same defense factor of 5, it builds the first unit of the list, which is warrior. So this has made the Amphibious percentage higher than it should be.
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet AI built quite a few more HP units (Musketmen) than Germany, whereas Germany built more Archers (ZOC), Spearman (Def.Bomb), and Swordsman(Radar); this is probably due to the fact that the programmers have implemented 'moods' of the AI (as I read in an interview somewhere)... and depending on an AI mood, they may build more of a particular type of unit than others
IMPORTANT NOTE!!!! - The Amphibious Unit production dropped alot! Previously, the AI built (by number) Amphibious, Radar, ZOC... but this round it built (by number) Radar, ZOC, Amphibious; so the AI apparently does not see the Amphibious unit as important as it did before. And even before, Amphibious was not considered as high as it appeared, since the AI will build the unit with the highest defense first to protect its cities, and since all units have a defense factor of 5, it picks the first on the list, which was warrior, so Amphibious was probably much lower than shown on all tests.
- Probable cause of change of build priorities: AI must place high attack values on Enslave and Stealth (Enslave is free units, Stealth is powerful attack tool), and with these gone in this round, AI produced many more units with abilities that 'increase' win percentages (Extra HP's and ZOC), and Radar units are the strange case here (although the build percentage is fairly consistent), so this may cause Amphibious to drop more (since it's advantages may not be considered as high as the others).
WINNER of Round 3: EXTRA HIT POINTS
Extra HP's has won this round, and will be eliminated from Round 4 (to see if AI build priorities stay the same, or if they change).
---------------------------------
ROUND 4
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 73 - 21% - Amphibious
Archers - 94 - 27% - ZOC
Spearman - 76 - 22% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 107 - 31% - Radar
Russia:
Warriors - 73 - 21% - Amphibious
Archers - 104 - 30% - ZOC
Spearman - 68 - 19% - Defensive Bombard, Strength 5, Rate 2
Swordsman - 105 - 30% - Radar
Observations:
- Winner this round was units with Radar, followed VERY closely by ZOC, and Amphibious / Def. Bombard was practically a tie (although Amphibious was ahead by 2 units)
- I tested for 50 rounds to ensure clear results, but the numbers are still very close
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet and Germany build percentages were fairly close for all units this round
WINNER of Round 4: RADAR
Radar has won this round, and will be eliminated from Round 5 (to see if AI build
priorities stay the same, or if they change). NOTE: ZOC was very close to Radar, but ZOC has followed Radar in every Round so far, so the AI does consider Radar a higher priority than Zone of Control)
---------------------------------
ROUND 5
AI Builds = 50 turns (each Civ = 350 units total):
Germany:
Warriors - 106 - 30% - Amphibious
Archers - 127 - 36% - ZOC
Spearman - 117 - 33% - Defensive Bombard, Strength 5, Rate 2
Russia:
Warriors - 99 - 28% - Amphibious
Archers - 145 - 41% - ZOC
Spearman - 106 - 30% - Defensive Bombard, Strength 5, Rate 2
Observations:
- Winner this round was units with ZOC, followed by Defensive Bombard, and then Amphibious
- The AI used no particular unit to defend it's cities, and it still used 2 defending units per city, and 3 for the capitol
- Soviet and Germany build percentages were fairly close for all units
- Build priorities again changed this round, with Defensive bombard units being built more often than amphibious (amphib took last); Percentages of units built have steadily increased for all units; except for the Amphibious unit, which has decreased steadily since the first round
WINNER of Round 5: Zone of Conrol
ZOC has won this round, and would be eliminated from Round 6, but it appears that the AI would build more Defensive Bombard units over Amphibious.. I may do a quick test just to see though.
---------------------------------
ROUND 6
AI Builds = 69 turns - stopped before 70 since that is when first tech is researched (each Civ = 483 units total):
Germany:
Warriors - 224 - 46% - Amphibious
Spearman - 259 - 54% - Defensive Bombard, Strength 5, Rate 2
Russia:
Warriors - 244 - 51% - Amphibious
Spearman - 239 - 49% - Defensive Bombard, Strength 5, Rate 2
Observations:
- Winner this round would appear to be the Defensive Bombard (won by 30 more units being built), although Russia built more Amphibious units. So it's pretty close to even, but I personally would have to give Def Bombard the win.
- Also, since all defense factors are the same for all the units, each civ initially built all warriors because they were 'first on the list', so defensive bombard would also be winner with this taken into consideration.
WINNER of Round 6: Inconclusive (read below)
Defensive Bombard has won this round, although the results were very close, further testing discovered something strange though!
Just to see if the amount of bombard would make a difference, I did another test giving the spearman a bombard of 45 and rate of fire 7. The AI still built the units in a similar fashion as they did before, with only slightly more defensive bombard units compared to amphibious... this shows the AI does not look at defensive bombard rates, only that it has them.
So I did another test, removing the defensive bombard ability from the Spearman. This time the AI built the units in the same pattern as before, building more Spearman (no abilities) than Warriors (Amphibious)! This concludes that the AI does not look at defensive bombard at all! Not only that, but it also concludes that the AI does not place a high priority on the Amphibious ability (since it built less units with Amphibious (Warriors) than units with no abilities (Spearman)). This is a somewhat shocking discovery! The AI built these Amphibious units first solely for the reason it was first on the build list (Every test, on the first week, the AI built all Warriors, then slowly switched to building other units as well). The first 2 tests, I only went for 30 rounds, and afterwards I went for 50 rounds... on the first 2, if I did go 50 rounds, Amphibious probably would not have been as high as it was. So it appears that the AI, to a small extent, sees Amphibious as a penalty, or that it does not take the Amphibious flag into consideration.
I did another test, changing the Spearman to Amphibious and the Warrior to no abilities.. and the AI created Warriors in all 7 cities on the first turn... this proves that the AI just builds the first unit on the list (since all their defense stats are the same) and does not take initial build flags into consideration.
None of these flags that have been tested here are not taken into consideration when the AI builds units initially to defend it's cities. It only looks at the defense factor.
----------------------------------
CONCLUSION:
Flags the AI likes the most are:
1. Stealth
2. Enslave
3. Extra HP's (more HP's probably increases AI chance of building a particular unit, see HP Test below)
4. Radar
5. ZOC
6. Inconcluisve (Defensive Bombard is not factored in by the AI... units with no abilities will be produced more often than units with Amphibious)