In my game the AI is using wargs and poison because:
The AI leveraged an existing random mechanic (map generation) by taking advantage of a warg den that spawned close to its starting position.
The AI spawned far away from other civs and therefore made the decision to use wargs so that it can cover distances much faster.
The AI scouted its closest opponents and saw that wargs would be particularly effective against the units its opponents were making.
The AI is using poison weapons because the monsters that spawned near it are vulnerable to poisons.
The AI's resource allocation strategy left it with an abundance of the resources that go into making wargs and poisons. The AI therefore made the best use of its resources by using wargs and poison.
In your game, the AI is using wars and poison because:
Wargs and poison were the random techs it got at the beginning of the game.
I think you are greatly simplifying the issue. Perhaps this wasn't clear before, the reason that the random tech tree in Sword of the Stars works so well is because:
A ) "core" technologies are ensured to be available for everyone.
B ) There are so many technologies and available paths that players still have to make choices despite the fact that they don't have all available technologies. The process of choosing what to research isn't simplified to "Do I select 'Tech A' or 'Tech B' now since 'Tech C' isn't available" but instead is "Alright, I have Tech A, B, D, F, G, and M to choose from. Which would benefit me most now?"
So no, in my game it isn't just an extremely over simplified issue of being awarded those technologies. The player would still have to weigh the warg and poison technologies against others and their situation because there would be many more technologies to choose from.
Lets say for example, based on faction / race and everything, the player has the following technologies available:
- 7 Distinct categories of melee weapons (Clubs, Maces, Dirks, Kopis, Kalis, Spears, Flame-bladed Swords)
- 4 Distinct categories of ranged weapons (Short Bows, Javelins, Throwing knives, Hunting Bows)
- 5 Distinct categories of armor (Leather, Ringmail, Plate armor, Small Shields, Horned shields)
- 4 Distinct supportive categories of technology (Warg Riding, Caltrops, Nets, Wildfire jars)
- 3 Distinct categories of siege weapons (Siege Ladders, Battering Rams, Grappling Ropes)
This would be ignoring upgrades such as Iron to Steel to Crystal or what have you, poisoned weapons, barbed arrows, boiled leather, etc. Despite all these technologies being available, the player doesn't have access to things such as Long Bows, Recurve Bows, Light Crossbows, Heavy Crossbows, Chainmail, Scalemail, Mauls, Pikes, Halberds, Short Swords, Long Swords, Bastard Swords, Claymores, Horses, Hunting Dogs, Siege Towers, Catapults, Trebuchets, and etc, the player still has to make informed choices.
Now, I would hope that FE actually has more technologies than I've listed. If it actually has significantly fewer, not only will I cry but then the randomized tech tree should be removed because there will be so few choices to begin with it will be rather restrictive and pointless.