Originally posted by Arathorn
Contemporary defensive units? Hardly ever.
Contemporary offensive units?
Early ancient age: Warriors and archers (and chariots)
Middle/late ancient age: Swords, horsemen, and archers
Early Medieval age: Medieval infantry (PTW, not vanilla, but...), longbow, knights
Then it narrows much more....
{insert icon for extreme pain here }
Offensive units:
Early ancient age:
warrior AF=1 / DF=1 / MF=1 cost=10
archer AF=2 / DF=1 / MF=1 cost=20
chariot AF=1 / DF=1 / MF=2 cost=20 resource=horses
Middle/late ancient age:
swordsman AF=3 / DF=2 / MF=1 cost=30 resource=iron
archer AF=2 / DF=1 / MF=1 cost=20
horseman AF=2 / DF=1 / MF=2 cost=20 resource=horses
Early Medieval age:
medieval inf AF=4 / DF=2 / MF=1 cost=40 resource=iron
longbow AF=4 / DF=1 / MF=1 cost=40
knights AF=4 / DF=3 / MF=2 cost=70 resource=horses+iron
Cause Of Extreme Pain #1
Lack of cost correlation - offensive units w/MF=1:
Breakdown 1:
warrior AF=1 / DF=1 / MF=1 cost=10
archer AF=2 / DF=1 / MF=1 cost=20
swordsman AF=3 / DF=2 / MF=1 cost=30 resource=iron
longbow AF=4 / DF=1 / MF=1 cost=40
medieval inf AF=4 / DF=2 / MF=1 cost=40 resource=iron
Breakdown 2:
warrior AF+DF=2 cost=10
archer AF+DF=3 cost=20
swordsman AF+DF=5 cost=30 (+ resource=iron)
longbow AF+DF=5 cost=40
medieval inf AF+DF=6 cost=40 (+ resource=iron)
Conclusion: even if (as seemingly demonstrated early on) the AI build preference, with all else being equal, values 1AF = 1DF, the game is not structured to follow any such correlation vis-a-vis cost!!
Also compare the following:
1. the jump in A+D from archer to swordsman = +2 (= +67%) for an increased cost of +50% with iron also being required.
2. the jump in A+D from archer to longbow = +2 (= +67%) for an increased cost of +100% (no special resource required)
3. the jump in A+D from swordsman to medieval infantry = +1 (= +20%) for an increased cost of +33% with iron also being required.
4. the jump in A+D from longbow to medieval infantry = +1 (= +20%) for an increased cost of +0% with iron also being required.
... Can anyone find ANY consistant correlation here???
Cause Of Extreme Pain #2
Consider again the breakdown of units by approximate era:
Early Ancient age: warrior; archer; chariot
Middle/late Ancient age: swordsman; archer; horseman
Early Medieval age: medieval inf; longbow; knights
Each "era" contains one "inferior" infantry, one "superior" infantry, and one "fast" unit Also, except for the first "era", the "superior" infantry requires a strategic resource.
I suspect we will see a similar pattern recapitulated throughout ... and we all know how intelligently the AI builds and uses artillery, aircraft, and ships ...
TENTATIVE CONCLUSION: THE AI BUILD ALGORITHM REQUIRES AN EXTREMELY LIMITED NUMBER OF CHOICES DELINEATED ONLY BY SPEED AND STRATEGIC RESOURCE REQUIREMENT
If true, this means that -- as mod-makers, to give the AI any chance of a predictable (planned) build result -- we must adhere to this sort of "clustering" of build options.
*sigh* ... No "Holy Grail" build algorithm ... but at least it seems the truth was indeed out there ...
-- Oh, and I'd be REALLY happy if someone found some flaw in these conclusions ...
Disappointed But Hardly Surprised,
Oz