The AI dropped 2 houses with 2 villagers. Better drop 1 house with two villagers on it, have the third one scouting, then once the house is made maybe drop another one if you like (with one builder this time).
You can possibly find a way to drop the first house very close to one of your villagers. Right now, you have some idle TC time at pop 5.
Tested the test version.
You found 6 sheep early. You made a lumber first, good idea. But you had 7 on food and delayed boar luring, so you had foragers when this happened (you had already sighted both boars).
I say, if the boar is close, go loomless lure. Close is I think < 19 tiles, test and see. But for AIs, it is perhaps wiser to go mill first unless if you find 7-8 sheep. Forage has the plus that it occupies many foodies, so when there is shortage in farms you can still make good food income. So delaying foraging and speeding up farming is good.
Boar hunting without force-drop is NOT good. It is best to totally skip boar hunting if you gonna go without force drop. MEW is a small AI of mine, that has an old boar hunting code but is very easy to read and get the idea. The code there is kinda strange, it was made before UP syntax takes its current form. The force drop is tested and optimal.
Gather sheep at TC.
It went for an archer flush in a teutons wars vs ATE. ATE went knights, took two smith ups in transition but no bloodlines. You hit lumber, killed 2 villies.
But I say you need less goldies and more on wood. Even as Teutons, you had lack of wood. You only had one range early. I say make two, and then a blacksmith, and only when the smith is down you can increase gold miners a bit. Stay at 4 early, not six. Also, limit early farmers to something like 9-10, not more farms. Enough archers can fight even vs knights (and you can always make a couple spears if needed, the rax is there).
But the biggest mistake here was the fact that it decided to stop vill production when it had some 250 food! I searched for escrow percentages but I think it must have been a goal. A bad idea, if you want to go up you don't stop villagers for so long. It is ok to stop them when you have 700 food, or even 600. You flushed yourself this way.
Some pieces of code that you might find useful for now or later. Do not copy, understand and use. The sn-object-repair-level is the only one you can copy without deep understanding.
Code: Select all
(defrule
(true)
=>
(set-strategic-number sn-local-targeting-mode 1)
(set-strategic-number sn-enable-training-queue 1)
(set-strategic-number sn-enable-offensive-priority 1)
(set-strategic-number sn-wall-targeting-mode 1)
(set-strategic-number sn-livestock-to-town-center 1)
(set-strategic-number sn-object-repair-level 20675)
(set-strategic-number sn-preferred-trade-distance 254)
(set-strategic-number sn-dropsite-separation-distance 7))
Code: Select all
(defrule
(gold-amount >= 200)
(research-available castle-age)
(food-amount > 760)
(current-age-time > 71)
(food-amount < 800)
=>
(chat-local-to-self "Forced drop")
(up-drop-resources food c: 5))
Code: Select all
(defrule
(building-type-count house == 0)
(building-type-count-total house == 1)
=>
(up-assign-builders c: house c: 2)
(up-assign-builders c: unbuilt-town-center c: 3)
(disable-self))
(defrule
(building-type-count house > 0)
=>
(up-assign-builders c: house c: 0)
(disable-self))