As surmised above there would be many uses, primarily it could be used as a tool to push the ai to build and recruit things, a sort of proxy ai programming. The AI may be made to behave in ways not intended by CA..., I'm sure there are plenty of other uses I havn't thought of.


for example

recruit "egyptian peltast" 0 requires factions { egyptian, } and requires human_player

or

recruit "egyptian peltast" 0 requires ai_player


I was inspired by many of the threads on this forum and had decided on my own mod from these ideas

#1.Use Afrits unique Presto mod, but combine it with the ai getting instant or educed time unit production. (so human has normal build times unless he gets $$$ to get quicker unit building).

#2. I thought it would be cool to extend this idea to buildings

Having cogitated on #1 and #2 I thought maybe rewriting the appropriate txt files with human vs ai player conditionals would achieve the same thing.


For the record I also decided to include these ideas in my personal mod

#3. Dearmads mod where peasants and low level troops become less buildable as a city grows

#4 As discussed with Oaty give law bonuses to defenses also increase towers to +2 for all walls, hopefully this will help the ai defend against human player.

#5 A la Frog et al. give poulation bonuses to early towns/cities and reduce farm build times.


Overall human/ai conditionals would be IMHO more elegant and flexible than seperate descr_files for each faction or Afrits' Presto approach.