Some of the AI updates coming in 1.1
Just checked this in:
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12.07.12
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+ Moved AIEvaluateAreaThreat to AIfaction
+ AI looks for enemy defenders sitting on top of targeted improvements in AIFindClosestEnemyImprovement
+ AI trait weighting reduced from 1000 to 100 for researching techs purposes
+ AI checks to make sure a given unit isn't a city guardian unit before doing AI on it
+ AI calculates the battle rank of its champions and sovereigns each turn afresh to accurately reflect how strong it is prior to operating on it
+ AI no longer uses post message to leave a city in order to ensure it has real time strength notice of a target city
+ AI caps how much it will count crystal, influence and metal when factoring what it should research
+ AI vastly better at choosing technologies to research
+ AI is more protective of its cities
+ Fixed bug where AI pioneers couldn't build outposts if they were in an army with a champion or a sovereign (hence, armies of pioneers late game)
+ Fixed AI bug where sovereigns and champions, late game, would tend to lone wolf attack cities
+ AI pioneers better about staying put if there is an area threat around them (i.e. will stay inside a city)
+ AI values armor more than before when designing units
+ AI champions now care more about whether the city is defended well enough before leaving a city
+ Fixed bug that prevented AI from casting strategic attack spells on enemy units
+ AI interacts more with players
+ Modified Average combat rating to be 100 instead of 200 in elementaldefs.xml
+ Fixed crash bug in elementalsectormapper where the ZOC would get updated in a thread
+ Fixed bug in mapgenerator.cpp in which terrain decals were being loaded and placed (we don't display them so we were just using CPU and memory for no reason)
+ Modified the prop code so that deserts display more props and other terrains show fewer (mapgenerator.cpp)
+ Fixed path finding bug that caused any AI units that intersected during movement to cancel their destinations. This prevented AI units from being able to effectively create armies or get around late game (basically crippled AI movement late game)
+ Modified the combat rating calcualtor to consider defense a bit more
We're going to tweak easy and below to be easier because of these changes. My 1.05frog build (https://forums.elementalgame.com/437369/) has these improvements in it already for anyone who wants to try a private build.
One thing I learned from extensive testing is that the AI "quality" is heavily dependent on which factions you play against. Some factions are weaker than others (in terms of the AI's effective use). Krax and Trogs are the ones the AI loves the most.