The BIG Q Continued - AI Flag Choices For Building Units

I think it may be interesting to do some additional tests going beyond the flags only.

For instance, see if the location (island / not island) changes something.

Example : put a city on a coast on a continent, on a island, in the middle of continent, and see if it changes something in the unit produced.

Other test:
Create a unit, and an identical copy with "ignore forest", another with "ignore mountain", and put a city surrendered with forrest.

See what happens.

It could be nice also to but two civs on a small island, each with 3 cities, and preplace units in on civ (let say civ A).

Well civ B build more units if Civ A already has units? Does civ B just stop after it reaches some predefind number or does it try to match Civ A?
 
Forgive me for asking to have repeated what has likely already been said, but for my own clarification:
If you give a unit the build fort ability*, but not terraform; or the enslave or stealth attack abilities, but with no targets; the AI will still like this and build more of the unit anyway?
*replace with any of the worker/engineer actions?

I'll be following this thread closely. :)
 
Apologies to all; I've been out of commission for awhile.

@Steph: I laud the foundations your laying for a methodology, but ATM you're also opening a near-infinite can of worms (e.g., on that small island, what would cause the AI to build ships, and of what sort, with what flags/abilities, etc.). Baby steps, my friend :)

@ Tom2050: Sorry, but I can't answer the Enslave question as I have no data. Re: the fortify matter, the simplest starting point would probably be to look at the Legions in the Rome Conquest.

@wolf_brother: Happy? :D - Okay, granted, more to follow. And any ideas to work with this admittedly simplistic methodology (although look where that got us in the 1st Big Q thread!) would be helpful.

Soon To Be Back At It,

Oz :)
 
@Steph: I laud the foundations your laying for a methodology, but ATM you're also opening a near-infinite can of worms (e.g., on that small island, what would cause the AI to build ships, and of what sort, with what flags/abilities, etc.). Baby steps, my friend :)
Understood, but I think the "ignore terrain cost" is doable, all other parameters being equal.

Make 3 identical units except this flag, make it vary a bit between terrain, and put the cities right in the middle of said terrain.

It may also be interesting to test it twice. Once with 1 MP units, one with 2 MP units.
 
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