Are you certain that this is the file you wanted to show? I would have though that this would be an output file from a run with your new weights.
Hm? When I click that link, I get the CPP file I meant to link. It's CvPlayerAI.cpp with lots of debug messages in it. Doesn't the link go to bringa dot ubermutant dot net slash CvPlayerAI dot cpp for you?
[edit] And if you meant the other link, it's most definitely output of the old xmls. Just scroll down to Archery and see that its AIWeight is 10. I had it at 7000 or so.
10! Seriously! This is at a stage where the iValues are typically between 7000 and 12,000. Adding 10 to that is nonsensical!
I'm currently working on flavor and more weighing. This is the flavor system I've come up with:
Keep original flavors: mil, rel, prod, gold, science, culture, growth
Add new flavors for certain military lines: melee, archery, scout, horse
Add new flavors for helping certain civs: calabim (for vamps), luchuirp (for wood golems), Grigori (against religion techs)
Instead of using AIWeight, add a new flavor: flavor_weight. This can be scaled directly in the leaderheads file. Like this if the weight doesn't impact gameplay enough, we just crank it up in the leaderheads file for all leaders. Instant multiplication! Teh win!
LEADERS: 1 - 100
TECHS: 1 - 100
(those were my original planning notes; in case they don't make sense: instead of using AIWeight, I'm using a new flavor called FLAVOR_ALL, which all leaders have at 50. This way, if I find that my general weighing is too strong or too weak, I can just quickly adjust that value in leaderheadinfos.xml. I would probably want ALLTECH, ALLBUILDING, ALLUNIT. The Luchuirp, Grigori, and Calabim flavors are used for very few things only: Luchuirp favors Construction, Calabim Feudalism, and Grigori takes an additional negative weight on all religion-related things. It's working pretty well so far, with only the techs in.
I've also started messing around with bestTech. I've removed the random value in the beginning, toned down the mage weighing (again, this will be undone once magic works), made normal attack units more important, and a few other small things. Oh yeah, flavors now get <entry in leaderheads> * <entry in tech/building/unit/whatever> * 10 (instead of * 20 as before).
Just to clarify this: I'm still in the "messing around and collecting ideas" stage. I don't consider any of my changes anywhere near final, meaning I really don't care that fire will come out in a few days and I'll have to start over from scratch. I keep starting over from scratch! I'm learning what works and what doesn't.