No the train unit is a fuzzy thing...
Basically at a certain point in the (Vanilla) code for choosing production - after things like basic defensive and economic needs have been taken care of, the AI will have Build Unit % chance of training a unit, otherwise it will try to build a building, and if it can't build a building, it'll then train a unit.
Defense
Settlers Workers
BuildUnit% check:
- Choose a unit
- or Choose a building
Choose a Unit
Choose a Building
Process.
What BetterAI does to the build selection process is adds a lot more context sensitive decision making - rather than just having a simple dice roll decide whether to build a unit or building, the AI will actually build a unit if it feels underdefended, or build an economic building if it'll pay off quickly, or prepare a dagger stack and it'll build a barracks before training significant units... and so on. Only after all that context sensitive stuff is done, does it finally get to the simple BuildUnitProb dice roll.
Once the AI runs out of buildings to build, it goes into unit spam mode regardless - until it hits it's quota of units and uses a process, if one is available.
It is somewhat fair to say that the buildUnitProb is indicative of how large an army the AI would like to keep on hand - especially offensive army above and beyond the basic defensive requirements. The probability itself doesn't mean much - but Isabella's being twice as large as Gandhi's means that Isabella should have twice as many offensive units...
Basically at a certain point in the (Vanilla) code for choosing production - after things like basic defensive and economic needs have been taken care of, the AI will have Build Unit % chance of training a unit, otherwise it will try to build a building, and if it can't build a building, it'll then train a unit.
Defense
Settlers Workers
BuildUnit% check:
- Choose a unit
- or Choose a building
Choose a Unit
Choose a Building
Process.
What BetterAI does to the build selection process is adds a lot more context sensitive decision making - rather than just having a simple dice roll decide whether to build a unit or building, the AI will actually build a unit if it feels underdefended, or build an economic building if it'll pay off quickly, or prepare a dagger stack and it'll build a barracks before training significant units... and so on. Only after all that context sensitive stuff is done, does it finally get to the simple BuildUnitProb dice roll.
Once the AI runs out of buildings to build, it goes into unit spam mode regardless - until it hits it's quota of units and uses a process, if one is available.
It is somewhat fair to say that the buildUnitProb is indicative of how large an army the AI would like to keep on hand - especially offensive army above and beyond the basic defensive requirements. The probability itself doesn't mean much - but Isabella's being twice as large as Gandhi's means that Isabella should have twice as many offensive units...