[1.19c] Strategic AI Analysis
Prior 1.19b analysis here: https://forums.elementalgame.com/405148
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
- Normal sov
- Playing as Resoln
- Used Ctrl-U cheat to see entire map
- Used Ctrl-Z cheat to cycle turns
Saves:
- S12: http://dl.dropbox.com/u/19969679/Elemental/119c/119c_AITEST_S12.EleSav
- S24: http://dl.dropbox.com/u/19969679/Elemental/119c/119c_AITEST_S24.EleSav
- S36: http://dl.dropbox.com/u/19969679/Elemental/119c/119c_AITEST_S36.EleSav
- S48: http://dl.dropbox.com/u/19969679/Elemental/119c/119c_AITEST_S48.EleSav
- S60: http://dl.dropbox.com/u/19969679/Elemental/119c/119c_AITEST_S60.EleSav
Faction Concerns:
- Pariden
- S12 FP3 (1 city) - housing
- S24 FP8 (1 city) - none
- S36 FP9 (2 cities) - housing, improvement queue
- S48 FP23 (2 cities) - none
- S60 FP39 (3 cities) - available champions
- Kraxis
- S12 FP6 (1 city) - housing, unit queue, improvement queue
- S24 FP5 (1 city) - housing, unit queue, improvement queue
- S36 FP6 (1 city) - housing, unit queue, improvement queue
- S48 FP6 (1 city) - housing, unit queue, improvement queue
- S60 FP12 (1 city) - unit queue
- Gilden
- S12 FP5 (1 city) - housing
- S24 FP7 (1 city) - housing
- S36 FP7 (1 city) - none
- S48 FP17 (2 cities) - none
- S60 FP31 (3 cities) - none
- Umber
- S12 FP4 (1 city) - housing, unit queue, improvement queue
- S24 FP4 (1 city) - housing, unit queue, improvement queue
- S36 FP4 (1 city) - housing, unit queue, improvement queue
- S48 FP4 (1 city) - housing, unit queue, improvement queue
- S60 FP6 (1 city) - housing, unit queue, improvement queue
- Yithril
- S12 FP5 (1 city) - housing, unit queue
- S24 FP5 (1 city) - unit queue
- S36 FP10 (1 city) - none
- S48 FP26 (2 cities) - none
- S60 FP33 (2 cities) - none
- Magnar
- S12 FP5 (1 city) - unit queue
- S24 FP10 (1 city) - unit queue
- S36 FP15 (1 city) - unit queue
- S48 FP23 (1 city) - unit queue
- S60 FP25 (1 city) - none
- Tarth
- S12 FP5 (1 city) - housing, unit queue, improvement queue
- S24 FP5 (1 city) - housing, unit queue, improvement queue
- S36 FP10 (1 city) - unit queue
- S48 FP17 (1 city) - none
- S60 FP24 (2 cities) - none
- Altar
- S12 FP5 (1 city) - housing, unit queue
- S24 FP5 (1 city) - unit queue
- S36 FP9 (1 city) - none
- S48 FP18 (2 cities) - none
- S60 FP26 (2 cities) - none
- Capitar
- S12 FP7 (1 city) - housing, unit queue
- S24 FP5 (1 city) - housing, unit queue, improvement queue
- S36 FP5 (1 city) - housing, unit queue, improvement queue
- S48 FP10 (1 city) - none
- S60 FP13 (2 cities) - none
Summary of Observations:
- URGENT PROBLEM: apparent broken xml tags with Umber. They'd rather smoke weed instead of conquering the world. Kraxis, Tarth, & Capitar all looked like they were puff puff givin' but then amazingly decided to get off their butts in the later seasons. They must have had bills to pay.
- All sov's are grabbing goodie huts. Yay!
- None of the spouses are sitting on a city but not in a city. Yay!
- Recommend giving sovereigns and spouses xp per turn or have them explore the world (being careful of course)
- Cursory pass - spouses or sov's are still not being geared per gildar and tech levels. If the spouses are just going to camp the capitals (which is fine with me as a defensive unit) then please max gear them based on gildar and tech levels.
- Still recommend weighting housing higher on the priority list, at least until their cities hit level 3.
- AI seems to randomly leave the unit or improvement queues empty on occasion but this appears to happen less often than prior builds. Yay!
- It also appears that the FP calculations may have been tweaked down a bit - not sure since I have no idea how previous or current FP's are calculated. I have a feeling the resource buffs on ridiculous may have contributed to previous builds FP being really high, thus causing the AI to do stupid diplomatic and warfare decisions. When I start a real game I'll see if my assumptions are correct.
- The "nones" have improved further from 1.19b. A few factions looked like they were completely pop locked at 5 but then recovered. Only saw one instance of an available champion not hired which is another positive.
Brad & Crew - Please get those memory issues fixed and start gearing sovereigns, spouses, and champions. Thanks!![]()
For 1.19d analysis please see here: https://forums.elementalgame.com/405730