In reverse chronological order (makes it easier to scroll down and up before writing
) --
@BomberEscort -- your points re: the relative merit of "weaker" units with multiple HPs are well taken; however, in the one test I ran this way, one AI Civ built the 2HP unit 70% of the time whereas the other did so only 40% of the time (I'm discounting the Player Governor for the time being as, in almost all other tests, it built very differently than the "pure" AI -- although, to be complete, it chose to build the 2HP 70% of the time as well.
@Comrade (used in the non-Soviet sense
)Rocoteh --
(1) Your B-52 experience sadly seems to reinforce the overall impression that the AI is truly clueless re: certain kinds of units ... Anybody want to bet that bombardment units, aircraft and ships are all "grafts" onto a vanilla-ground-unit-only AI engine?
(2) I'm delighted that you'll be re-running your test with 3 flags only per Civ Governor!
@ Der PH --
(1) Your experience with flags certainly serves to reinforce my own suspicion that the AI is built around the notion of a limited force pool at any given time.
(2) Your 6/4/1 experience certainly gives more credence that the AI really doesn't "understand" the value of higher MFs -- which again reinforces my suspicion cited above ...
(3) Good work re: the dive-bomber! One question though -- does it attack units or infrastructure ... ? And I wonder if the new Conquests flag of being able to attack a specific unit in a stack will cause similar build results and an attack-units-only approach.
--On a side-but-related note, in the thread on modding musket values, the few posts seem to indicate that the AI uses musketmen and pikemen together reasonably well -- i.e., generally uses one of each in a stack. This has not been my own experience, but I'm the first to acknowledge that mine might be anomalous. Anyone else? How about a general sense of the AI at least using O and D units wisely in concert?
Thanks Yet Once Again To All,
Oz
) --@BomberEscort -- your points re: the relative merit of "weaker" units with multiple HPs are well taken; however, in the one test I ran this way, one AI Civ built the 2HP unit 70% of the time whereas the other did so only 40% of the time (I'm discounting the Player Governor for the time being as, in almost all other tests, it built very differently than the "pure" AI -- although, to be complete, it chose to build the 2HP 70% of the time as well.
@Comrade (used in the non-Soviet sense
)Rocoteh -- (1) Your B-52 experience sadly seems to reinforce the overall impression that the AI is truly clueless re: certain kinds of units ... Anybody want to bet that bombardment units, aircraft and ships are all "grafts" onto a vanilla-ground-unit-only AI engine?
(2) I'm delighted that you'll be re-running your test with 3 flags only per Civ Governor!
@ Der PH --
(1) Your experience with flags certainly serves to reinforce my own suspicion that the AI is built around the notion of a limited force pool at any given time.
(2) Your 6/4/1 experience certainly gives more credence that the AI really doesn't "understand" the value of higher MFs -- which again reinforces my suspicion cited above ...
(3) Good work re: the dive-bomber! One question though -- does it attack units or infrastructure ... ? And I wonder if the new Conquests flag of being able to attack a specific unit in a stack will cause similar build results and an attack-units-only approach.
--On a side-but-related note, in the thread on modding musket values, the few posts seem to indicate that the AI uses musketmen and pikemen together reasonably well -- i.e., generally uses one of each in a stack. This has not been my own experience, but I'm the first to acknowledge that mine might be anomalous. Anyone else? How about a general sense of the AI at least using O and D units wisely in concert?
Thanks Yet Once Again To All,
Oz
The retreat percentage comes off of its win percentage since the determination to retreat is calculated between the 2hp-1hp boundary according to several