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Kraxis
10-15-2005, 15:23
I remember we had a thread about this in the spring, but now it is gone (can't find it with the search). So what effects do they have, can't remember them.

It was concluded that the personality didn't have much impact on the game then, but what about now? In any case I would like to change some of them (Saxon and Alemanni coems to mind).

Stuie
10-15-2005, 15:49
Not sure where on the org... but here's the TWC thread:

http://www.twcenter.net/forums/showthread.php?t=18223

Kraxis
10-15-2005, 17:32
Thanks, will just repaste it here for future reference (I hope this will be included somewhere here).

AI personalities:

These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write.

So in short, the building construction personalities are these:

balanced - biasses towards growth, taxable income, trade level bonusses (roads), walls and xp bonus buildings

religious - biasses towards growth, loyalty, taxable income, farming, walls and law

trader - biasses towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings

comfort - biasses towards growth, farming, games, races, xp bonus and happiness

bureaucrat - biasses towards taxable income, growth, pop health, trade, walls, improved bodyguards and law

craftsman - biasses towards walls, races, taxable income, weapon upgrades, xp bonusses, mines, health and growth

sailor - biasses towards sea trade, taxable income, walls, growth, trade

fortified - biasses towards walls, taxable income, growth, loyalty, defenses, bodyguards and law

These biasses are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.

These are then combined with a troop production personality, as follows:

smith - exactly level

mao - biased towards mass troops, light infantry

genghis - biased towards missile cavalry and light cavalry

stalin - biased towards heavy infantry, mass troops and artillery

napoleon - biased towards a mix of light and heavy infantry, light cavalry

henry - biased towards heavy and light cavalry, missile infantry

caesar - biased towards heavy infantry, light cavalry, siege artillery

The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.

The two sets of types can be freely combined; for example, although Fortified Caesar does not appear in the list of options currently used by the vanilla RTW game, it is a valid combination.

Garvanko
08-11-2006, 19:45
Someone please 'sticky' this for future reference.

professorspatula
08-13-2006, 04:21
I think this is the previous .org thread on the matter. I had it bookmarked just in case I couldn't find it here again.

https://forums.totalwar.org/vb/showthread.php?t=45212