Paladins, Trebuchets and Monks unite to deliver a swift and sure victory.
This is a Random Map AI
Use with a max population of 125
It plays any civilization
It does not build navy
Changing difficulty settings has no effect on the AI
A worthwhile script that nonetheless has bugs. It goes to the feudal age quite rapidly, but has a slow castle. Economic management is fine, but I winced when I saw the units it made. It pumps out *cough* militia in the dark age, and doesn't attack with them. It switches to knights in the castle age, but doesn't make much else to supplement them.
Some other problems are:
"7 trebuchets must be trained for attack to begin". What will your AI do if I constantly knock down its castle? "paladin research is needed for attack to begin". So what will it do if it plays a civ that doesn't get paladins? "(defconst feudal-age-villagers-to-train 30)" I'd say you'd need less then 30 for a quicker castle. "(defconst monks-to-train 7)". Don't train monks. They are expensive, they are slow and fragile, they are slow healers, they blow.
The standard AI was able to defeat a team of four of yours. Aside from the militia, trebuchets, monks and paladins (its mainline unit) it doesn't create any different units. A player can just spam halberdiers, and take down the paladins. I like the way your AI manages its economy, but it is weak when training military.
DaNighthawk File Author
Posted on 07/27/04 @ 12:00 AM
It appears that you are right; the standard AI can beat this script. I played the script twice on hard against the standard AI and lost one of the matches.
In the first match, the default AI was playing as Teutons and sent its first attack of 10 man-at-arms at 00:29:14(fast). This script defended with 3 knights and 5 man-at-arms, and went on to win the match.
When the default AI was playing as Byzantines in the second match, it attacked at 00:27:44(fast) with 4 man-at-arms and 5 archers. At this point, this script only had 5 man-at-arms to defend with and was no match against the archers. My economy suffered until 00:35:18(fast) when somehow this script built a castle and finally stopped the attack. Things looked good for a while, but when the default AI built a forward castle at 01:05:14(fast), it killed most of my knights and left my base vulnerable to siege attacks.
Visual_Basic
Posted on 04/17/05 @ 05:29 AM
>>Don't train monks. They are expensive, they are slow and fragile, they are slow healers, they blow.
i'm not completely sure about that. There are many strong AIs training monks for attacking puposes (especially with aztecs of course). But i suppose it hadn't such a big influence in the
review :)