Thanks for your reply Berserker Jerker, but I still have a few things I would like to be enlighted about:
At the moment I'm trying to write an AI for a deathmatch game with high resources. So in the first phase of the game it is of vital importance that ALL the villagers build at one and the same building. Also I don't want my villagers starting at the rest of the buildlist until a certain number of certain buildings are planned, but not nescessarily build. (ex. 8 stables, 8 castles, ...). If I have to wait until they build all those building one by one, with one villager... I tried with sn-number-civilian-builders 100 and even sn-number-civilian-gatherers 0 but it still gets overruled by the internal code.
You mentioned something about triggers. I know about triggers in scenarios but I don't see how you could use them in an ai-scriptfile. Can't understand how you choose the spot to place the buildings for example.
Also, would you know any place that has more documentation about the scriptlanguage; I already found a lot of strategic numbers that are not documented and I suspect that there might be undocumented keywords, facts,... as well. There also a lot of things that the regular computerai can do, and that seem impossible to duplicate in your own ai. I just think that there are a lot of unrevealed features that are just not documented because
they didn't think anyone would be interrested in it anyhow.(hope i'm not sounding paranoia).