1. War Bribes: What factors affect the price an AI requires to go to war for you? Obviously their disposition toward the human and target AI, but what else is involved? How much of this can I manipulate to my advantage?
2. Unitprob: I've noticed some AI build more units when they are at war, and others just keep building stupid (Wonders / naval units while at war with land target / missionaries / markets in low commerce cities). I was under the impression the "unitprob" determined how likely an AI was to build military units at peace-time. Is there another for an AI at war? Is there any way to predict which AI will continue to build stupid and which will quickly double the military numbers.
3. Unit choice: What determines the unit choice made by the warring AI when they have the necessary resources. I remember cutting metal to avoid maces/pikes, only to face more fortified longbows. In hindsight I think the metal unit top defenders required less sacrifice on my part. I like how they seem to prefer grenadiers over cannon and how coastal cities can't seem to produce land units. Are there other little tendencies that can be exploited. I realize this question is almost irrelevant if you bring enough siege but long reinforcement chains mean that the last stages of the war are often a little light on siege.
4. War targets: Is there any way to predict which city an AI will attack first if there are two target cities across a long border?
2. Unitprob: I've noticed some AI build more units when they are at war, and others just keep building stupid (Wonders / naval units while at war with land target / missionaries / markets in low commerce cities). I was under the impression the "unitprob" determined how likely an AI was to build military units at peace-time. Is there another for an AI at war? Is there any way to predict which AI will continue to build stupid and which will quickly double the military numbers.
3. Unit choice: What determines the unit choice made by the warring AI when they have the necessary resources. I remember cutting metal to avoid maces/pikes, only to face more fortified longbows. In hindsight I think the metal unit top defenders required less sacrifice on my part. I like how they seem to prefer grenadiers over cannon and how coastal cities can't seem to produce land units. Are there other little tendencies that can be exploited. I realize this question is almost irrelevant if you bring enough siege but long reinforcement chains mean that the last stages of the war are often a little light on siege.
4. War targets: Is there any way to predict which city an AI will attack first if there are two target cities across a long border?