Hi Rocoteh,
It sounds like 2 very well designed and executed experiments, even if the results were (to put it mildly) disappointing.
Conclusions and observations re:
Exp 1:
(i) The AI is indeed clueless re: artillery.
(ii) Kryten's (was it he who made this observation??) is correct, that artillery units are essentially defensive in nature and designed to only hinder an assault by inflicting minimal casualties (so much for WW1 ...)
(iii) Assuming that artillery will be used offensively almost exclusively against infrastructure, the "art of modding" becomes working out ratios of # of bombardment units and their BF/ROF vis-a-vis city improvement defense factors ...
Question: were the artillery within range of enemy cities and, if so, did they bombard infrastructure?
Exp 2:
(i) The AI uses aircraft as strategic air warfare was envisioned as WW2 before the blitzkrieg: that is, it obviously will attack infrastructure first and units only if desperate (I know, this is an extremely obvious one from reading your results -- I'm repeating it (a) as a sanity check and (b) to make cutting-and-pasting our results into a "definitive" set of rules easier)
(ii) The AI model makes sense from a gaming point-of-view: the AI builds bombers which will ultimately cripple your infrastructure unless you build fighters etc.
(iii) Given the limited "playing field", it seems that the AI (given the above assumptions) actually use aircraft rather well ... ?
(iv) A guess: the Conquests use of land unit AA factors will be employed to offset the "human intelligence" advantage of using airpower against combat units.
*sigh*
I'll give some thought as to how to test unit flags re: build preferences; I'm beginning to fear for ACW etc. re: naval units that the best approach might be to have an improvement a la the Knights Templar which simply periodically turns out different types of ships ...
Yeah, the results were disappointing, but still --
Great work!
-Oz