It's been a few builds since I've looked at the AI so here goes...
Prior 1.19f analysis here: https://forums.elementalgame.com/406296
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 Yithril
- Used Ctrl-U cheat to see entire map
- Used Ctrl-Z cheat to cycle turns
Saves:
Faction Concerns:
- Pariden
- S12 FP14 (1 city) - available champions
- S24 FP29 (2 cities) - available champions
- S36 FP35 (2 cities) - available champions
- S48 FP45 (4 cities) - available champions
- S60 FP65 (4 cities) - available champions
- Resoln
- S12 FP5 (1 city) - unit queue
- S24 FP10 (1 city) - none
- S36 FP17 (2 cities) - housing, improvement queue
- S48 FP29 (2 cities) - housing
- S60 FP37 (2 cities) - none
- Gilden
- S12 FP5 (1 city) - housing, unit queue, improvement queue
- S24 FP6 (1 city) - available champions
- S36 FP14 (2 cities) - available champions
- S48 FP13 (2 cities) - unit queue, not building upgraded units
- S60 FP25 (3 cities) - unit queue
- Umber
- S12 FP4 (1 city) - unit queue
- S24 FP9 (1 city) - unit queue
- S36 FP23 (1 city) - none
- S48 FP27 (1 city) - none
- S60 FP31 (2 cities) - none
- Magnar
- S12 FP5 (1 city) - unit queue
- S24 FP10 (1 city) - unit queue
- S36 FP20 (2 cities) - none
- S48 FP34 (2 cities) - not building upgraded units
- S60 FP52 (3 cities) - not building upgraded units, available champions
- Altar
- S12 FP5 (1 city) - none
- S24 FP9 (1 city) - unit queue
- S36 FP11 (2 cities) - housing, improvement queue
- S48 FP22 (2 cities) - none
- S60 FP30 (2 cities) - none
- Tarth
- S12 FP5 (1 city) - housing, unit queue
- S24 FP9 (1 city) - none
- S36 FP13 (2 cities) - housing, improvement queue
- S48 FP31 (2 cities) - none
- S60 FP33 (2 cities) - unit queue
- Kraxis
- S12 FP5 (1 city) - unit queue
- S24 FP10 (1 city) - none
- S36 FP25 (1 city) - none
- S48 FP27 (2 cities) - none
- S60 FP35 (3 cities) - none
- Capitar
- S12 FP2 (0 city) - NOT FOUNDED CITY
- S24 FP1 (0 city) - NOT FOUNDED CITY
- S36 FP6 (1 city) - POP LOCKED
- S48 FP6 (1 city) - POP LOCKED
- S60 FP5 (1 city) - unit queue (is finally building a hut)
Summary of Observations:
- URGENT PROBLEM: Good 'ol Carridus is being lazy again as noted in many prior analyses. He refused to found his capital until somewhere between turns 24 and 36. He then decided to sit on his butt until somewhere between turn 48 and 60. In addition, he has a number of goodie huts laying around. Epitome of lazy! I've seen this in real games with him...
- URGENT PROBLEM: Magnar is refusing to build any new units beyond their initial peon level. I've seen this in real games too - something's wrong with the code regarding upgrading/building new units for this faction. Magnar flew over the cuckoo's nest.
- Kraxis, and especially Pariden, are playing solid well-rounded games. Pariden could hire a few more champs but they honestly don't need them.
- Looks like gearing spouses and sov's is better than prior builds - but still not using max tech/gildar to rock 'em out.
- SOV's need to use items they find such as books and stuff, appears they don't.
- Spouses and sov's should get some xp and level as well.
Brad/Derek - can we please nail out the serious gaps before 1.2 is published? Thank you.
1.19n analysis here: https://forums.elementalgame.com/407926