Conclusion:
The difference of unit builds is still likely from standard variation. No difference is big enough from previous test to show that Build Often has any effect in this circumstance/situation.
Indeed. It seems to have the same effect as blowing in a violin.
Possibility: AI may use Build Often flags not on a global scale, but on each individual city. This would diminish any real change because it may depend on a limited number of hardcoded situations. E.G. If a city is under immediate threat, should it be more likely to build offense, defense, artillery, etc. Cities not under immediate threat, may ignore these flags ??
I think this may be also biased because you have no temple, granary, etc, and perhaps you need something else than units.
After all... units are treated individually, and not looked at globally, so it's pretty safe to assume the same for city build orders as well.
This is a rather bold assumption.... In the save format, you have for each civilization a list of units for reach strategy. So the AI knows that it currently has 20 offensive units, 10 defensive, 2 workers, 6 naval powers, etc.
It may completly ignore it... Or it may use it to know what to build next.
You could make a quick test. Place 3 spearmen in each city. Then place 50 spearmen in one more city.
And then see if the AI build only swordsmen until they balance the spearmen, or if it built half spearmen, half swordsmen.
I'm not sure how else to test this... at war perhaps? Counting unit losses is too time consuming and likely for mistakes to be made.
Tom
I'm wondering if the no maintenance is biasing it a bit. After all, if the AI doesn't have to pay for maintenance, it may just built units after units.
You should perhaps try to add a small maintenance. With something like 30 free units + 20 units/ town. To be sure the AI will built many units, but may stop at some point.