Watched the AI develop in a few games to see the actual effects of the change.
Barbarians
Lots of berserkers, with some bowmen and swordmen in the mix in some city garrisons, but not too much. Shaman and Cavalry barely appears at all, though militarist doesn't care much for shrines so it might be that reason. I observed a pretty big city go with only 2 defenders for about 10-15 turns to build the fighter's guild which isn't very good, though when it was complete it quickly got filled with berserkers.
AI military bar is rising at a rate expected from Extreme but on Hard, since berserkers push it up.
Gnolls
Also observed new cities to have no units except the starting swordmen until the fighter's guild was complete (about 30-40 turns).
Maybe the 4 units thing should take priority over the fighter's guild?
AI seems stuck on an island, they're too busy making halberdiers to randomly construct a ship wright's guild in one of the 3 cities. Production of Jackal Riders replaced Halberdiers evenutally. Wolf Riders were a rare sight. First ship building was made in 1415 only, despite being Expansionist. Maybe the higher priority to make units if a Fighter's Guild is present needs to be removed? Now that every city has one, that just reduces the chance of building anything else without any actual advantage to it.
... will continue later.
Barbarians
Lots of berserkers, with some bowmen and swordmen in the mix in some city garrisons, but not too much. Shaman and Cavalry barely appears at all, though militarist doesn't care much for shrines so it might be that reason. I observed a pretty big city go with only 2 defenders for about 10-15 turns to build the fighter's guild which isn't very good, though when it was complete it quickly got filled with berserkers.
AI military bar is rising at a rate expected from Extreme but on Hard, since berserkers push it up.
Gnolls
Also observed new cities to have no units except the starting swordmen until the fighter's guild was complete (about 30-40 turns).
Maybe the 4 units thing should take priority over the fighter's guild?
AI seems stuck on an island, they're too busy making halberdiers to randomly construct a ship wright's guild in one of the 3 cities. Production of Jackal Riders replaced Halberdiers evenutally. Wolf Riders were a rare sight. First ship building was made in 1415 only, despite being Expansionist. Maybe the higher priority to make units if a Fighter's Guild is present needs to be removed? Now that every city has one, that just reduces the chance of building anything else without any actual advantage to it.
... will continue later.