Has anyone else noticed the AI not using unconventional warfare in the prehistoric/ancient eras. There used to be AI thieves and rogues running around casuing problems, but in my last few games I haven't seen any. I suspect that the AI isn't building the bandits hideouts anymore, so maybe something to do with the crime AI?
Its nothing to do with crime on units. It stopped using them when the required crime building got nerfed back. The AI no longer considres the builsig itself worthwhile. If it gets the building it builds he units fine. The problem is that it doesn't (adequately) take into account the via-units benefits (because they are signifuicantly unique units) of the building. For now have a play with adding an AIWeight value to the necessary building(s) and it should cause them to be built. This is a very crude solution however, and will likely result in them being built everywhere and damaging the AI economy as a side effect. What is really needed is for the building evaluation code, in the part that evaluates the enabled units, to increase the perceived value of:
- Invisible units
- Unit classes enabled that are not enabled in many other cities