Bonvivant AI is a kind of Immobile Units AI for scenarios with some useful additions: research, production and trade. It can make scenarios more lively - villagers do their work, trade carts move, etc. - a simulation of medieval life. Bonvivant does not create military units, only villagers, trade carts, cogs and some monks.
Bonvivant is taunt sensitive: taunts 1 and 2 (YES and NO), 3 to 6 (food, wood, gold and stone) and between 51 and 70 are included - it is for those designers who use AI script in their scenarios.
The only difference between Bonvivant_01 and Bonvivant_02 is that in the first case all your computer allies in the game directly respond to your taunts 3, 4, 5 and 6 by giving you food, wood, gold and stone (if they have a market). In some scenarios you are not expected to have any resources, even if you have wealthy allies - Bonvivant_02 will give you nothing, unless you arrange it by means of triggers.
Bonhomme AI is also designed for scenarios. It is a moderately aggressive AI making regular and well-planned attacks on the nearest enemy. Its resource management system is not too complicated, it makes infantry, ranged units, unique units, siege engines but no cavalry. It can make unpredictable the outcome of any well-planned game, especially if it is a FF scenario. The difference between Bonhomme_01 and Bonhomme_02 is the same - the first one answers your requests for food, wood, etc., the second one - never, unless urged by triggers.
Credits: practically all AI creators ever submitting their AI’s to the AoK.Heavengames.