; by Dano
; firstname.lastname@example.org any comments Welcome! Be nice!
; Thankyou to all other AI authors, there are too many to mention here. If you posted a script online
; in the last decade your one of my teachers.
; This AI in whole or as a part has no copyright. Use at will!!!!
; Welcome! I hope this AI is enjoyable!
; Land Map only. Dark-age Start. Normal resources. Hard or Hardest. Normal Map reveal.
; This AI has a three major themes:
; 1. Goths - (always) early feudal(or late based on skill/level) a militiaman/archer
; attack, supported with towers and forward building.
; 2. Teutons - (always) early castle knight attack, also with towers and forward
; building of siege-workshops, to get rams there quicker.
; 3. Byzantine - (always) will train a well rounded mix of army, mix it up based on
; what units it encounters. Will rely on anti-unit script for most unit creation.
; One unit is chosen on a 25% chance, either knights, cav-archers, swordsman, or
; archers, will make up the concentration its force.
; 4. All other civs will play one of the three ways already mentioned or they will be
; one of six unit-groups. Again random.
; Group 1. Knights, Cav-Arhcers, Scorpions, Rams.
; Group 2. Cav-Archers, Scouts, Rams.
; Group 3. Swordsman, Archer, Rams.
; Group 4. Knights, Archers, Scorpions, Mangonels.
; Group 5. Scouts, Skirmishers, Spearman, Mangonels.
; Group 6. Swordsman, Skirmishers, Cav-Archers.
; 5. Aztec - by default will play using Goth-like stragedy.
; They also have a chance to a monkbased stragedy.
; Mayan - by default will play as counter-unit stragedy.
; They will both train eagle-warriors.
; 6. Voodoo - There is a remoted possibility that Spanish, Aztec, Turkish, or Persian.
; Will play a monk stragedy.