As part of the new experimental spell system, the AI also needs to be able to use it.
As the spell choices are entirely remade, this allows the AI to be smarter than "always pick X spell first".
I'm planning to have this list of rules for AI choices, executed in this order. If a spell is picked after the AI has no more picks in the category, it'll be ignored - in other words the first spell(s) that match the rule will be picked up to the amount allowed.
If only a spell name is in the row it means the AI always picks that spell, otherwise the conditions under which it is chosen are listed after the spell name.
; Life starting spell #1 : Heroism
; Life starting spell #2 : Just Cause
; Life starting spell #3 : Healing
; Life starting spell #4 : Heavenly Light
; Life starting spell #5 : Endurance
; Death starting spell #1 : Ghouls if fewer than 4 Nature books
; Death starting spell #2 : Wraith Form
; Death starting spell #3 : Black Sleep
; Death starting spell #4 : Summon Zombie
; Death starting spell #5 : Darkness if fewer than 4 Nature books
; Death starting spell #6 : Mana Leak
; Nature starting spell #1 : Sprites
; Nature starting spell #2 : Water Walking IF not Wraith Form
; Nature starting spell #3 : War Bears
; Nature starting spell #4 : Web
; Nature starting spell #5 : Nature's Eye IF Sorcery>=5 or Chaos>=5
; Nature starting spell #6 : Call Centaurs
; Nature starting spell #7 : Earth to Mud
; Chaos starting spell #1 : Fire Bolt
; Death starting spell #7 : Life Drain if not Fire Bolt
; Death starting spell #8 : Weakness
; Chaos starting spell #2 : Wall of Fire
; Chaos starting spell #3 : Hell Hounds if not War Bears and not Ghouls
; Chaos starting spell #4 : Fire Elemental if not Summon Zombie
; Chaos starting spell #5 : Corruption
; Sorcery starting spell #1 : Confusion
; Chaos starting spell #6 : Shatter if not Black Sleep and not Confusion
; Chaos starting spell #7 : Warp Wood
; Chaos starting spell #8 : Eldritch Weapon
; Sorcery starting spell #2 : Floating Island IF not Water Walking and not Wraith Form
; Sorcery starting spell #3 : Nagas IF not Sprites
; Sorcery starting spell #4 : Focus Magic
; Sorcery starting spell #5 : Psionic Blast IF not Fire Bolt
; Sorcery starting spell #6 : Resist Magic
; Sorcery starting spell #7 : Guardian Wind IF not Warp Wood
; Sorcery starting spell #8 : Phantom Warriors
; Sorcery starting spell #9 : AEther Sparks
; Death guaranteed UNCOMMON #1 : Black Prayer
; Death guaranteed UNCOMMON #2 : Werewolves if 8+ Death books
; Death guaranteed UNCOMMON #3 : Shadow Demons
; Nature guaranteed UNCOMMON #1 : Cockatrices if Focus Magic
; Nature guaranteed UNCOMMON #2 : Transmute if Warlord, Gnoll, Lizardmen, Klackon, Myrran and not POOR minerals
; Nature guaranteed UNCOMMON #3 : Giant Spiders if (not Myrran or human Myrran) and not Cockatrices
; Nature guaranteed UNCOMMON #4 : Crack's Call if all books Nature, Sorcery and Life
; Nature guaranteed UNCOMMON #5 : Great Lizard if not Shadow Demons
; Nature guaranteed UNCOMMON #6 : Change Terrain
; Nature guaranteed UNCOMMON #7 : Land Linking
; Sorcery guaranteed UNCOMMON #1 : Aura of Majesty if 8+ Sorcery books and not Chaotic
; Sorcery guaranteed UNCOMMON #2 : AEther Binding if 8+ Sorcery books
; Sorcery guaranteed UNCOMMON #3 : Spell Blast if not Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #4 : AEther Binding if Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #5 : Spell Lock if at least 6 Nature+Life books
; Sorcery guaranteed UNCOMMON #6 : Dispelling Wave
; Chaos guaranteed UNCOMMON #1 : Fire Storm
; Chaos guaranteed UNCOMMON #2 : Gargoyles if not Giant Spiders and not Werewolves
; Chaos guaranteed UNCOMMON #3 : Lightning Bolt
; Life guaranteed UNCOMMON #1 : Stream of Life if 8+ Life books
; Life guaranteed UNCOMMON #2 : Astral Gate if 8+ Life books
; Life guaranteed UNCOMMON #3 : Prayer
; Life guaranteed UNCOMMON #4 : Divine Order if Death+Chaos books<=2
; Life guaranteed UNCOMMON #5 : Stream of Life if Peaceful
; Life guaranteed UNCOMMON #6 : Astral Gate if land size>=Large
; Life guaranteed UNCOMMON #7 : Unicorns if not Giant Spiders and not Gargoyles and not Cockatrices and not Great Lizard
; Life guaranteed UNCOMMON #8 : Resurrection
; Nature guaranteed RARE #1 : Survival Instinct if Chaos+Nature+Death books>=9
; Nature guaranteed RARE #2 : Gorgons (Sorcery/Life has poor chances of a rare creature)
; Chaos guaranteed RARE #1 : Doom Mastery if Survival Instinct
; Chaos guaranteed RARE #2 : Flame Strike
; Sorcery guaranteed RARE #1 : Mind Storm if Death>=4
; Sorcery guaranteed RARE #2 : Air Elemental if Conjurer
; Sorcery guaranteed RARE #3 : Magic Immunity
; Life guaranteed RARE #1 : Invulnerability
; Death guaranteed RARE #1 : Famine if Maniacal or Ruthless
; Death guaranteed RARE #2 : Wraiths if Focus Magic
; Death guaranteed RARE #3 : Dark Ritual if Cult Leader or Beastmen/Draconian/Dark Elf
; Death guaranteed RARE #4 : Wave of Despair
Guaranteed uncommons mean both the "guaranteed uncommon" and the "guaranteed 1st turn research" features, the latter replacing the former if 8 or more books are picked (which guarantees all 10 uncommons anyway).
If I overlooked anything important the AI should consider for their starting picks, let me know and I'll add it.
As the spell choices are entirely remade, this allows the AI to be smarter than "always pick X spell first".
I'm planning to have this list of rules for AI choices, executed in this order. If a spell is picked after the AI has no more picks in the category, it'll be ignored - in other words the first spell(s) that match the rule will be picked up to the amount allowed.
If only a spell name is in the row it means the AI always picks that spell, otherwise the conditions under which it is chosen are listed after the spell name.
; Life starting spell #1 : Heroism
; Life starting spell #2 : Just Cause
; Life starting spell #3 : Healing
; Life starting spell #4 : Heavenly Light
; Life starting spell #5 : Endurance
; Death starting spell #1 : Ghouls if fewer than 4 Nature books
; Death starting spell #2 : Wraith Form
; Death starting spell #3 : Black Sleep
; Death starting spell #4 : Summon Zombie
; Death starting spell #5 : Darkness if fewer than 4 Nature books
; Death starting spell #6 : Mana Leak
; Nature starting spell #1 : Sprites
; Nature starting spell #2 : Water Walking IF not Wraith Form
; Nature starting spell #3 : War Bears
; Nature starting spell #4 : Web
; Nature starting spell #5 : Nature's Eye IF Sorcery>=5 or Chaos>=5
; Nature starting spell #6 : Call Centaurs
; Nature starting spell #7 : Earth to Mud
; Chaos starting spell #1 : Fire Bolt
; Death starting spell #7 : Life Drain if not Fire Bolt
; Death starting spell #8 : Weakness
; Chaos starting spell #2 : Wall of Fire
; Chaos starting spell #3 : Hell Hounds if not War Bears and not Ghouls
; Chaos starting spell #4 : Fire Elemental if not Summon Zombie
; Chaos starting spell #5 : Corruption
; Sorcery starting spell #1 : Confusion
; Chaos starting spell #6 : Shatter if not Black Sleep and not Confusion
; Chaos starting spell #7 : Warp Wood
; Chaos starting spell #8 : Eldritch Weapon
; Sorcery starting spell #2 : Floating Island IF not Water Walking and not Wraith Form
; Sorcery starting spell #3 : Nagas IF not Sprites
; Sorcery starting spell #4 : Focus Magic
; Sorcery starting spell #5 : Psionic Blast IF not Fire Bolt
; Sorcery starting spell #6 : Resist Magic
; Sorcery starting spell #7 : Guardian Wind IF not Warp Wood
; Sorcery starting spell #8 : Phantom Warriors
; Sorcery starting spell #9 : AEther Sparks
; Death guaranteed UNCOMMON #1 : Black Prayer
; Death guaranteed UNCOMMON #2 : Werewolves if 8+ Death books
; Death guaranteed UNCOMMON #3 : Shadow Demons
; Nature guaranteed UNCOMMON #1 : Cockatrices if Focus Magic
; Nature guaranteed UNCOMMON #2 : Transmute if Warlord, Gnoll, Lizardmen, Klackon, Myrran and not POOR minerals
; Nature guaranteed UNCOMMON #3 : Giant Spiders if (not Myrran or human Myrran) and not Cockatrices
; Nature guaranteed UNCOMMON #4 : Crack's Call if all books Nature, Sorcery and Life
; Nature guaranteed UNCOMMON #5 : Great Lizard if not Shadow Demons
; Nature guaranteed UNCOMMON #6 : Change Terrain
; Nature guaranteed UNCOMMON #7 : Land Linking
; Sorcery guaranteed UNCOMMON #1 : Aura of Majesty if 8+ Sorcery books and not Chaotic
; Sorcery guaranteed UNCOMMON #2 : AEther Binding if 8+ Sorcery books
; Sorcery guaranteed UNCOMMON #3 : Spell Blast if not Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #4 : AEther Binding if Lawful/Peaceful
; Sorcery guaranteed UNCOMMON #5 : Spell Lock if at least 6 Nature+Life books
; Sorcery guaranteed UNCOMMON #6 : Dispelling Wave
; Chaos guaranteed UNCOMMON #1 : Fire Storm
; Chaos guaranteed UNCOMMON #2 : Gargoyles if not Giant Spiders and not Werewolves
; Chaos guaranteed UNCOMMON #3 : Lightning Bolt
; Life guaranteed UNCOMMON #1 : Stream of Life if 8+ Life books
; Life guaranteed UNCOMMON #2 : Astral Gate if 8+ Life books
; Life guaranteed UNCOMMON #3 : Prayer
; Life guaranteed UNCOMMON #4 : Divine Order if Death+Chaos books<=2
; Life guaranteed UNCOMMON #5 : Stream of Life if Peaceful
; Life guaranteed UNCOMMON #6 : Astral Gate if land size>=Large
; Life guaranteed UNCOMMON #7 : Unicorns if not Giant Spiders and not Gargoyles and not Cockatrices and not Great Lizard
; Life guaranteed UNCOMMON #8 : Resurrection
; Nature guaranteed RARE #1 : Survival Instinct if Chaos+Nature+Death books>=9
; Nature guaranteed RARE #2 : Gorgons (Sorcery/Life has poor chances of a rare creature)
; Chaos guaranteed RARE #1 : Doom Mastery if Survival Instinct
; Chaos guaranteed RARE #2 : Flame Strike
; Sorcery guaranteed RARE #1 : Mind Storm if Death>=4
; Sorcery guaranteed RARE #2 : Air Elemental if Conjurer
; Sorcery guaranteed RARE #3 : Magic Immunity
; Life guaranteed RARE #1 : Invulnerability
; Death guaranteed RARE #1 : Famine if Maniacal or Ruthless
; Death guaranteed RARE #2 : Wraiths if Focus Magic
; Death guaranteed RARE #3 : Dark Ritual if Cult Leader or Beastmen/Draconian/Dark Elf
; Death guaranteed RARE #4 : Wave of Despair
Guaranteed uncommons mean both the "guaranteed uncommon" and the "guaranteed 1st turn research" features, the latter replacing the former if 8 or more books are picked (which guarantees all 10 uncommons anyway).
If I overlooked anything important the AI should consider for their starting picks, let me know and I'll add it.