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AI early Fighter's Guild update effects

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.
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First ship probably needs to be by 1405 if not earlier. 1415 first ship is basically an example of an entirely dead ai wizard.

Maybe the fighter's guild requirement should only apply to the capital, or only to the first 2 cities or first 3. Once the ai has a huge empire they might as well build any old random thing, to prevent them from getting "stuck".
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Agreed.
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Meanwhile changed and released 2.72a which forces all AI to build ship wrights guilds as though they were in small land. Since large and huge land now always has at least 3 continents, and the AI uses more transports at the same time better due to improved ship loading, I think this should not be wasted time for them in most cases. (It's cheap too, only 50)
I also swapped the order of the "4 units" and the fighter's guild. If there are fewer units, it'll be filled up (with swordsmen or bowmen most likely), then the fighter's guild is made. Unfortunately this means those 4 units will not be halberdier+ but the AI will generally start producing more units anyway as they are no longer locked into anything specific.
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