[1.19a] Strategic AI Analysis
Purpose: Analyze strategic AI behavior to help identify issues and hopefully help improve the game.
Scope: Basic block and tackle strategic actions such as exploration, expansion, city improvements, etc.
Scenario:
- Large custom map built from "Ovia" - created an island so I can cycle turns, reduced starting positions to 10 and spread them out
- Ridiculous across the board
- Max players
- Normal pacing
- Custom sov
- Playing as Capitar
- Used Ctrl-U cheat to see entire map
- Used Ctrl-Z cheat to cycle turns
Saves:
- S12: http://dl.dropbox.com/u/19969679/Elemental/119a%20AITEST%20S12.EleSav
- S24: http://dl.dropbox.com/u/19969679/Elemental/119a%20AITEST%20S24.EleSav
- S36: http://dl.dropbox.com/u/19969679/Elemental/119a%20AITEST%20S36.EleSav
- S48: http://dl.dropbox.com/u/19969679/Elemental/119a%20AITEST%20S48.EleSav
- S60: http://dl.dropbox.com/u/19969679/Elemental/119a%20AITEST%20S60.EleSav
Faction Concerns:
- Pariden
- S12 FP5 (1 city) - housing, goodie huts, unit queue
- S24 FP5 (1 city) - goodie huts, unit queue
- S36 FP9 (1 city) - goodie huts
- S48 FP19 (2 cities) - goodie huts
- S60 FP24 (2 cities) - goodie huts
- Kraxis
- S12 FP5 (1 city) - housing, goodie huts, unit queue
- S24 FP9 (1 city) - goodie huts
- S36 FP12 (2 cities) - goodie huts, no unit defending additional settlement
- S48 FP21 (3 cities) - goodie huts
- S60 FP47 (4 cities) - goodie huts
- Gilden
- S12 FP5 (1 city) - housing, goodie huts, unit queue, improvement queue
- S24 FP5 (1 city) - housing, goodie huts, unit queue
- S36 FP24 (1 city) - goodie huts
- S48 FP47 (2 cities) - none
- S60 FP57 (2 cities) - available champions
- Resoln
- S12 FP5 (1 city) - goodie huts, unit queue
- S24 FP10 (1 city) - goodie huts
- S36 FP11 (1 city) - goodie huts, pioneers (pathing?)
- S48 FP27 (2 cities) - goodie huts, military units (pathing), available champions
- S60 FP33 (3 cities) - goodie huts, military units (pathing), available champions
- Yithril
- S12 FP3 (1 city) - goodie huts, unit queue
- S24 FP5 (1 city) - goodie huts, unit queue
- S36 FP10 (1 city) - goodie huts
- S48 FP10 (2 cities) - goodie huts, available champions
- S60 FP33 (2 cities) - goodie huts, available champions
- Magnar
- S12 FP5 (1 city) - goodie huts, unit queue
- S24 FP10 (1 city) - goodie huts, unit queue
- S36 FP10 (1 city) - goodie huts, pioneers (not building)
- S48 FP12 (2 cities) - goodie huts
- S60 FP30 (3 cities) - goodie huts, available champions
- Tarth
- S12 FP3 (1 city) - housing, goodie huts
- S24 FP7 (1 city) - goodie huts
- S36 FP15 (3 cities) - goodie huts
- S48 FP31 (3 cities) - goodie huts
- S60 FP38 (3 cities) - goodie huts, available champions
- Altar
- S12 FP5 (1 city) - housing, goodie huts
- S24 FP6 (2 cities) - housing, goodie huts, unit queues, no unit defending additional settlement
- S36 FP18 (2 cities) - goodie huts, no unit defending additional settlement
- S48 FP24 (4 cities) - goodie huts
- S60 FP39 (4 cities) - goodie huts
- Umber
- S12 FP4 (1 city) - housing, goodie huts
- S24 FP6 (2 cities) - none
- S36 FP17 (2 cities) - none
- S48 FP36 (5 cities) - none
- S60 FP69 (6 cities) - none
Summary of Observations:
- Neither soveriegns or spouses ever leave capital to explore, level, or grab goodie huts - the only factions grabbing goodie huts are those who hired champions. Recommend giving sovereigns and spouses xp per turn or have them explore the world (being careful of course)
- AI doesn't seem to weight housing as much as it should - i.e. on ridiculous why does it need a workshop or other improvement before housing when it has 10+ prestige a turn and all the other bonuses? Recommend AI on ridiculous is hardcoded to build x number of housing units or get population to y value before building anything else.
- AI seems to randomly leave the unit or improvement queues empty on occasion - they should be building nonstop on ridiculous due to the resource buffs. Recommend some kind of check is done to ensure those queues never remain empty.
- AI is not hiring all available champions - Umber, however, is hiring like crazy (it's also building like crazy). Recommend the second a champion is available to hire, they're hired (and kept geared of course).
- Resoln had some army pathing issues - maybe due to map location as Gilden was having a similar issue in the same location for my 1.19 analysis. Recommend exploring why that map location seems to cause the pathing concerns.
- All in all the fixed xml tags have certainly improved the AI over 1.19. Good job Stardock!
[Edit] Brad - If you choose to implement some or all of these changes you might start hearing how the ridiculous AI needs a nerf. That would be a good thing. ![]()
For 1.19b analysis see here: https://forums.elementalgame.com/405148