Game Conditions & Settings Test Round 2
The purpose of this round is to evaluate the AI selection among 3 types of units, each roughly equivalent: each unit has an Attack and Defense = 4, 5, or 6. Combined Attack + Defense for each unit = 10. All units move 1. Conditions have been set to make this test as absolutely "vanilla" as possible.
1. There are two Civs. Each Civ has six cities and begins with no units. They are locked in war.
2. Each city begins at size 5.
3. Cities are limited to a maximum size of 5.
4. Each Civ is limited to one Gov type, “Despotism” modified to minimal corruption and no tile penalties. All units are free, no units may be rushed, and war weariness is “none”.
5. No Civs have been given any bonus traits (Commercial, Expansionist, etc.)
6. Aggression for all Civs has been set to “3".
7. All Civs have been made members of different cultural groups.
8. All terrain is grassland which produce 2 food and 3 shields, with 1 hill with bonus resource for each nation.
9. There is one bonus resource which provides 25 gold; one of these is available for each nation.
10. Standard victory conditions are in use.
11. For this round, three unit types exist – “Warrior” (A/D/M = 5/5/1) “Archer” (6/4/1) and “Spearman” (4/6/1)
12. All units cost 10 and require support.
13. EDIT: No Civ AI strategies have been checked (e.g., "Build Often"; etc.); unit strategy flags for all three unit types vary, see below.
15. Number of citizens quelled by military = 3.
16. Each city has a temple which produces 5 content faces, 0 culture, 0 maintenance.
16. Techs take 70 turns to research minimum.
17. Level of play = Monarch, AI Aggression = Normal.
18. Each city will be able to produce 1 unit per turn.
Recall that the three types of units were:
"Warrior" A/D/M = 5/5/1 flagged both "offense" and "defense"
"Archer" A/D/M = 6/4/1 flagged "offense"
"Spearman" A/D/M = 4/6/1 flagged "defense"
Results:
Excel Sheet showing detailed results
Wartime builds = 30 turns (each Civ = 180 units total):
Germany:
Warriors 58 32% (even D and A)
Archers 57 32% (higher A)
Spearman 65 36% (higher D)
Russia:
Warriors 50 28% (even D and A)
Archers 72 40% (higher A)
Spearman 58 32% (higher D)
Observations:
- AI built all Spearman first turn, due to it having the highest defense, then starting incorporating Archers (highest defense), then the Warrior (commonground unit). This shows the AI builds the unit with the highest defense factor first, and other tests I have done (shown in following posts) prove that the AI does not take other factors (such as flags) into consideration when choosing a defense unit, only the defense factor (and probably cost as well, but I think tests have already been done on this).
- AI appeared to keep 2 military units in each city and 3 in the capitol (same as test 1). Number of citizens quelled by military is 3 in this test compared to 2 in the last, but no change.
- The numbers were pretty even at around 1/3rd for each unit. Germany built a slightly higher % of defensive units, and Soviet built a higher % of offensive units.
- Soviet lost less Spearmen than Germany, so this could have affected their build decision of more offense. Both countries lost near identical amounts of warriors and archers.
- Both countries first built only spearmen (defense), then started building archers (offense) a week later, and lastly started building warriors (even in both) at week 3 and 4. This is a good show of AI priorities in a very simple manner.