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Downloads Home » AI Files » CPS_Alexander (v4.9.1)

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CPS_Alexander (v4.9.1)

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File Details
Version: The Conquerors 1.0c
CPS_Alexander is a Random Map AI that plays with any civilization on any kind of map except islands. On mixed maps it builds a small fleet to defend its shoreline and to harass enemy fishing ships. It doesn't build transport ships and navy is not the core of its army, thus it will not play on islands.
All supported settings are described below.

Game Type: Random Map
Location: Any map that doesn't require transport ships to carry soldiers.
Map Size: Any
Teams: Any combination
Resources: Standard (Low)
Difficulty: Hard recommended
Population: 175 or 200 (200 recommended)
Starting Age: Dark Age
Victory: Any (conquest recommended - this AI does not build Wonders)
Civilization: Any

This AI plays 10 different strategies and several their variations (every civ can pick from at least 3 strategies).
It can flush, or go Fast Castle.

Note: This AI does not cheat (except on Hardest mode, when it gets additional
resources as any other AI does. It uses cc-commands only to count tress
and stone or gold piles). If you think that you need more challenge, use
version H (has some cheats) or S (cheats extremly) - both included in zip file.

Update 19/08/2010 (v4.6.0):

- added 7th strategy
- improved TS management
- improved flushing (now CP will flush a bit more often on small and tiny maps)
- several other smaller changes

Update 13/09/2010 (v4.7.0):

- all strategies revised and optimized

Update 26/09/2010 (v4.7.1):

- some changes in attack system
- few other small changes

Update 28/09/2010 (v4.7.3):

- further flushing improvements

Update 30/09/2010 (v4.7.4):

- various small changes and bug fixes

Update 21/10/2010 (v4.7.6):

- fixed camp placement (hopefully :P)
- some changes in strategy picking (some old strats are no longer used due to poor performance)
- CP no longer resigns on Fortress, Arena or Nomad maps
- several small fixes and other changes

Update 11/11/2010 (v4.7.8):

- improved eco balance for some strategies
- improved flushing
- some bug fixes/other smaller changes

Update 4/12/2010 (v4.7.9):

- small changes in some strategies
- some code reorganisation
- new semiFC strategy

Update 8/12/2010 (v4.8.0):

- various small bug fixes

Update 23/12/2010 (v4.8.2):

- recoded research system
- partially recoded attack system
- improved imperial jump
- new advantage evaluation system
- lots of code cleaning and reorganisation

Update 27/12/2010 (v4.8.3):

- various small bug fixes

Update 30/12/2010 (v4.8.4):

- various small bug fixes and adjustments

Update 14/01/2011 (v4.8.5):

- fixed heavy bug related to farming
- small changes in strategy picking
- new Basic-Archers strategy variant designed for Turks
- various small bug fixes and adjustments

Update 24/01/2011 (v4.8.6):

- added/increased number of knights/eagles to all archer/cavalry archer strategies
- Basic-Infantry strategy now uses archer-line as a support since beginning of the castle age
- all Korean strategies use war-wagon-line
- few other small changes

Update 22/02/2011 (v4.8.7):

- Alexander can now play on all maps except islands
- Basic-Knights strategies now use archer-line as a anti-pike/infantry support in the imperial age (except Huns/Spanish)
- added mechanism (one rule to be specfic ;) ) that aborts research when soldier count drops too much
- now all civs (except Huns) train some UUs despite the selected strategy
- several bug fixes and other smaller changes

Update 19/03/2011 (v4.8.8):

- added support for Land Nomad
- added shrinking TS, so now CPS defends a bit better
- slightly improved behavior on mixed maps by reducing total amount of fishing boats and fixing couple bugs
- several small unit changes in couple strategies
- fixed bug that was slowing down castle-age advance in FC strats
- small file reorganizations

Update 15/08/2011 (v4.8.9):

- added more skirmisher-line to Basic-Eagles and to BasicKnights strategies to counter massed archers
- added second stable to Basic-InfantryKnt in early Castle Age
- enabled mm training in Basic-Knights strategies if there is no available stables
- added new Basic-semiFCtrash strategy for civs with poor scouts
- Hand Cart, ri-two-handed-swordsman, ri-heavy-camel, ri-arbalest and ri-cavalier are now less restricted in all strategies to get them faster
- farming is now restricted when CP is trying to research heavy wood techs
- market delayed until 2nd TC is contructed in all strats
- added second farming mill
- added suicidal scout
- stone mining camp delayed until 2nd TC is constructed or there is not enough stone for it.
- restricted amount of soldiers in flush strats to get castle units/upgrades earlier

Update 26/11/2011 (v4.9.0):

- restricted eagle production in favor of pikes when cavalry threat is high (Basic-Eagles, Basic-Archers-Eag)
- added second barracks in case of high cavalry threat (Basic-Archers-Eag) - early castle-age)
- added new Basic-ArcherFlush strategy for most civs
- Persians no longer train LSM in imperial age (all Persian strategies)
- increased aggressiveness of all flush strategies
- AdpFlushINF can now be used by all civs except Britons and Byzantines
- added new Basic-ScoutArcherFlush strategy for most civs
- increased density of TSA
- slightly increased aggressiveness of post-feudal strategies
- added new delFC strategy for all civs
- added new Basic-Xbows strat for Mayans, Aztecs, Chinese, Huns, Japanese, Koreans, Byzantines, Saracens, Mongols and Britons
- fixed TS-management (slightly :) )
- fixed LN behavior

Update 19/02/2012 (v4.9.1):

- added new Basic-KLEW strategy for both meso civs (a bit more hardcore than Basic-Eagles)
- added new Basic-Knights variant: Basic-Krush - enhanced version optimised for Spanish and Chinese
- added Basic-Xbows strategy variant for Persians, Turks, Teutons, Franks and Celts
- added new CastleDrop strategy for Turks, Teutons, Celts, Saracens, Spanish, Koreans, Britons, Chinese, Franks, Mongols, Aztecs, Mayans and Vikings
- bodkin-arrow is now researched earlier in all strategies
- stdUU: my-unique-unit-upgrade and my-unique-research are delayed a bit to allow more important techs to be researched earlier
- Heavy-Cavalry-Archer upgrade is slightly delayed to allow more important techs to be researched earlier
- small fix for abort research - now it works also in castle age and a bit more intelligently
- some-cavalry flag is raised earlier for better anti knight protection
- some-archers/skirmishers flags are raised earlier for better anti archer/skirmisher protection
- ArcherFlush is changed a bit to work better against skirmishers
- increased total number of military buildings in all strategies
AuthorReviews   ( All | Comments Only | Reviews Only )
I decided to write a review for this AI, as it still does not have one and imho deserves more attention than it currently has.

For this review, I did several best of three matches against other good AIs which were all held with random civs, most on 1v1 on a tiny arabia map. The results were 2-0 vs Kosmos 2.42, 2-1 vs Barbarian 1.7, 2-1 vs Chameleon, 0-2 vs Crusade 4.05 and 0-2 vs IS TMachine 7.3

While CPS Alexander may not be the strongest AI script out here, the results show it can keep up with other tough random civ aiscripts out there, while it has a great variety of different strategies. This makes CPSA less predictable and more fun to play against.

- Low use of siege units make it bad against human players turtling.
- Early castle age after feudal defense could be better. It had many idle farms in some games and should better spent the wood on something else.

- Unpredictable due to different strategies.
- Overall good performance.
- Good in team games when teamed up with another CPSA.

TL;DR - This is a fun aiscript to play against, be sure not miss this one!

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