I'll try to motivate myself to run some tests with equal value units each with different flags set.
-Oz
-Oz
So, the AI had a unit with an attack of 6, a unit with a defense of 4, both with +1 hp and they still built several 1-1-1 warriors!! Maybe 'detect inviso' can be used to motivate the AI?
Defense, Detect Invisible, Stealth Attack, More Moves, Hit Points and ability to Upgrade are strong Factors for the AI to build a Unit.
There are Random Factors involved that cannot be controlled. Still, the important thing is to know what settings to use that will tend to have the AI prefer to build one unit over another.
Read the posts. Interesting. From those tests, and from anicdotal evidence the AI seems to sometimes act more rationally than other times. Sometimes it does highly random things and other times it acts predictably. Perplexing.
Re Egypt. In my test their results were statistically very similar to Rome. But to be on the safe side I may not use them next time. It would be interesting to run the same test several times using different culture group civs each time to try and see if there is any pattern in the way culture groups behave.
Concerning naval AI build (and maybe other), I wonder if anyone takes into account revealed AI map. Someone said AI wasn't producing naval ships until contact with some other civilization. Maybe it was not really because of contact, but because of the territory map/world map revealed which could make AI take different actions.
I don't know how many of your tests were with all map revealed, however I've noticed different AI behavior in relation to how much map I traded to it.
So maybe, getting map of an island with strategic resource makes AI to start building ships to get there. If so, making naval explorers to force AI to reveal sea/land could be the way to make it producing ships.
Not sure how it works with whole map revealed thou.
Ozmandias, I have a question I hope you can answer regarding AI build choices for a mod. I have read through the entire thread but want a clear understanding of what I think to have been proven.
Take two units: (no special resource requirements for both units)
Infantry: 5/5/1, 2 hp 100 shields cost - listed as offensive/defensive
Cavalry: 3/2/2, 1 hp 100 shields cost - listed as offensive, can blitz
I assume that the AI will build (percentage wise) more infantry than the cavalry. Is this correct?
Has a 86.259% chance to win the battle.Brucha said:Infantry: 5/5/1, 2 hp 100 shields cost - listed as offensive/defensive
Has a 63.672% chance to win. From tests, Blitz gives a small increase in chance to build.Brucha said:Cavalry: 3/2/2, 1 hp 100 shields cost - listed as offensive, can blitz