Difference between revisions of "AI Personalities"
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− | Characteristics | + | '''Characteristics''' |
These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write. | These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write. | ||
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So in short, the building construction personalities are these: (ranked highest to lowest - therother) | So in short, the building construction personalities are these: (ranked highest to lowest - therother) | ||
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− | + | *balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings | |
− | + | *religious - biases towards growth, loyalty, taxable income, farming, walls and law | |
− | + | *trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings | |
− | + | *comfort - biases towards growth, farming, games, races, xp bonus and happiness | |
− | + | *bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law | |
− | sailor - biases towards sea trade, taxable income, walls, growth, trade | + | *craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth |
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+ | *sailor - biases towards sea trade, taxable income, walls, growth, trade | ||
+ | |||
+ | *fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law | ||
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These biases are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type. | These biases are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type. | ||
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These are then combined with a troop production personality, as follows: | These are then combined with a troop production personality, as follows: | ||
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− | mao - biased towards mass troops, light infantry | + | *smith - exactly level |
+ | |||
+ | *mao - biased towards mass troops, light infantry | ||
+ | |||
+ | *genghis - biased towards missile cavalry and light cavalry | ||
− | + | *stalin - biased towards heavy infantry, mass troops and artillery | |
− | + | *napoleon - biased towards a mix of light and heavy infantry, light cavalry | |
− | + | *henry - biased towards heavy and light cavalry, missile infantry | |
− | + | *Caesar - biased towards heavy infantry, light cavalry, siege artillery | |
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The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength. | The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength. |
Revision as of 10:47, 14 May 2007
Characteristics
These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write.
So in short, the building construction personalities are these: (ranked highest to lowest - therother)
- balanced - biases towards growth, taxable income, trade level bonuses (roads), walls and xp bonus buildings
- religious - biases towards growth, loyalty, taxable income, farming, walls and law
- trader - biases towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings
- comfort - biases towards growth, farming, games, races, xp bonus and happiness
- bureaucrat - biases towards taxable income, growth, pop health, trade, walls, improved bodyguards and law
- craftsman - biases towards walls, races, taxable income, weapon upgrades, xp bonuses, mines, health and growth
- sailor - biases towards sea trade, taxable income, walls, growth, trade
- fortified - biases towards walls, taxable income, growth, loyalty, defenses, bodyguards and law
These biases are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.
These are then combined with a troop production personality, as follows:
- smith - exactly level
- mao - biased towards mass troops, light infantry
- genghis - biased towards missile cavalry and light cavalry
- stalin - biased towards heavy infantry, mass troops and artillery
- napoleon - biased towards a mix of light and heavy infantry, light cavalry
- henry - biased towards heavy and light cavalry, missile infantry
- Caesar - biased towards heavy infantry, light cavalry, siege artillery
The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.
The two sets of types can be freely combined; for example, although Fortified Caesar does not appear in the list of options currently used by the vanilla RTW game, it is a valid combination.