i've also read that the AI will recruit based on what it is being attacked by (ie. if you are fielding cavalry, it will recruit more spearmen).
i've also read that the AI will recruit based on what it is being attacked by (ie. if you are fielding cavalry, it will recruit more spearmen).
Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin
I don't think so. In this case the armies would differ depending on who is the human player, what is - to my obeservations - not true. AS, for example, has always about the same army composition, regardless if I play the Ptolemaioi, Pontos or Armenia. When Rorarii were classified as "light infantry" the AI spammed stacks of them, since they are classified as "spearmen" they do disappear form AI SPQR armies as soon as the AI can field something better in the respective provinces.
In general there is a tendancy of what could be called "top or flop": either loads of elite units or masses of cheap peasants (sometimes mixed in a stack), omitting the "professional" class. For example when the AI is able to field Pantodapoi Phalangitai, Klerouchoi Phalangitai and Argyraspides from a single settlement it will most likely recruite either Pantodapoi Phalangitai or Argyraspides (or even both) but not the Klerouchoi, who would be most likely the backbone of a human raised army from the same settlement. When it recruites Klerouchoi Phalangitai it usualy isn't able to get Argyraspides and so goes for the best there is.
Last edited by konny; 09-09-2008 at 17:35.
This is where I read it in the Scriptorium...
Originally Posted by therother
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: (ranked highest to lowest - therother)
balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings
religious - biases towards growth, loyalty, taxable income, farming, walls and law
trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings
comfort - biases towards growth, farming, games, races, xp bonus and happiness
bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law
craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth
sailor - biases towards sea trade, taxable income, walls, growth, trade
fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law
These biases 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.
Those who would give up essential liberties for a perceived sense of security deserve neither liberty nor security--Benjamin Franklin
Konny, thanks for the answer I suppose in a way the AI (or rather the developer's programme) is on a hiding to nothing. Like you, and using your advice, I want to play "historical" and so face balance opponents, other players want Blitz and world conquest building super-elite armies that will crush anything, the best stats being the only issue.
I suppose a great feature, impossible I know, would be to choose at the start of a campaign what style you wished to play and the AI would re-act accordingly!!!
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I realy cannot confirm this. To my obersvation the armies of certain AI factions are always the same.
Let's take the Aedui and Averni for example: absolut the same line-up, save for some nearly identical elites. The early armies are most of the times composed of spearmen (Lugoae), the reaction of both sides should be to field more swordsmen, what should result in the recruiting of more cavalry. So, in the consequence the two Gaul factions should field tons of cavalry and close to no spearmen, also as a reaction of the Romans and their full stacks of swordsmen. But the exact opposite is true: cavalry is very rare in their AI armies and the spear the most prominent weapon.
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