The United Queendoms AI (TUQ AI)
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
The United Queendoms AI (TUQ AI)
Good day everyone, once again!
This is a post to introduce and share an AI that I started working on in February 2022. It went through lots and lots of design changes. It started as an AI called "Malians AI", that was only meant to play Malians. Then I decided, I want to add more african civs, so I renamed the AI to "The African Queendoms AI". But then ... after a couple more days I decided, why only limit the script to the few african civs? So I renamed them to "The United Queendoms AI" (TUQ for short). It can play multiple civs now.
Some pics:
General Features:
- Can play most standard land maps, but can also play water maps (if too much water is detected, the AI might focus only on ships though)
- Can not play maps where you start without a TC or where you need to move villagers with ships
- Can play all civs
- No DUC (so far)
- Can play only conquest (for now)
- Unique player names (all female, of course)
Why did I create this AI?
TUQ was created because I wanted to have a Malian AI with Gbeto and Camels. It then developed into a bigger project, where I added more civs, more unit variance and lots of other stuff. I also wanted to have an AI that is different to my Chill AI and my Queen AI, with better economy management.
How strong is the AI?
Again, this is not really a competitive AI. It can beat the AI (CD version) aka petersen, but can't beat any other standard AI integrated into the game. It is definitely stronger than my Chill AI script though, which can also beat petersen.
Civs TUQ can play
; PLAYABLE CIVS
; 1. Malians
; 2. Berbers
; 3. Ethiopians
; 4. Byzantines
; 5. Mongols
; 6. Saracens
; 7. Teutons
; 8. Franks
; 9. Japanese
; 10. Chinese
; 11. Britons
; 12. Indians / Hintustanis
; 13. Persians
; 14. Huns
; 15. Vikings
; 16. Goths
; 17. Mayans
; 18. Celts
; 19. Burgundians
; 20. Khmer
; 21. Malay
; 22. Portuguese
; 23. Tatars
; 24. Turks
; 25. Dravidians
; 26. Gurjaras
; 27. Italians
; 28. Vietnamese
; 29. Spanish
; 30. Sicilians
; 31. Poles
; 32. Aztecs
; 33. Koreans
; 34. Incas
; 35. Lithuanians
; 36. Bengalis
; 37. Bohemians
; 38. Slavs
; 39. Magyars
; 40. Burmese
; 41. Bulgarians
; 42. Cumans
; 43. Romans
; 44. Armenians
; 45. Georgians
Supported game settings
- Population cap: 200
- Victory condition: conquest
- Start resources: standard
- Teams locked: yes
- All technologies: no
- Start age: Dark-age
- End age: Imperial-age
Current problems:
- Economy needs adjustments (especially in imperial age)
- Add more civs
- Need different strats for pockets and flanks
- Few bugs when choosing specific strats
- Delete excess civilian or trade units
- Armenians & Georgians build an unlimited amount of fortified churches...
Updates:
March, 18th, 2022:
- Fixed some techs not being researched
- Added Indians as playable civ
- AI can now build some scorpions as support units next to the mangonels
- Time between attacks reduced in lots of cases
- Fixed lots of major bugs
March, 24th, 2022:
- Added extra mills starting in castle-age
- Added Persians, Huns and Vikings as playable civs
- Fixed bugs probably
March, 27th, 2022:
- Added Goths as playable civ
March, 29th, 2022:
- Added Mayans as playable civ
- Slightly adjusted some strategies
- Will now build more markets in imperial age
March, 30th, 2022:
- Added my Celts as playable civ <3
March, 31st, 2022:
- Added Burgundians as playable civ
- Indians can now choose a new strategy
- Can now build slightly more town centres
April, 4th, 2022:
- Added Khmer and Malay as playable civs
- Mongols can now choose a new strategy
- Adjusted some things and fixed stuff
April, 8th, 2022:
- Added Portuguese as playable civ
- Disabled escrow again for now
- Added tributing
- Adjusted stuff
April, 13th, 2022:
- Added Tatars as playable civ
- Fixed the random strategy selection (was buggy before)
May, 3rd, 2022:
- Added Dravidians as playable civ
- Adjusted the Indians / Hindustani for the new DLC
May, 4th, 2022:
- Fixes for Dravidians
- Added Gurjaras as playable civ
May, 6th, 2022:
- Added tower avoidance (test version)
June, 7th, 2022:
- Added Italians as playable civ
- Fixed some unique technologies being researched without any valid reason
- Replaced the old Saracen Madrasah tech with the new counterweighs tech (and adjusted the research requirements)
- Fixed Dravidian's sometimes not training any units besides supportive units
June 8th, 2022:
- Fixed Turks not being able to research their unique unit upgrade
June, 9th, 2022:
- Added Vietnamese and Spanish as playable civs
- Wololo!
- Adjusted some strategy selection percentages
- Adjusted builder assignment for some buildings
October, 30th, 2022:
- Adjusted some things for the latest patches
- Added Sicilians as playable civ
October, 31st, 2022:
- Removed the Wololo strategy from a lot of the civs that previously had it
November, 11th, 2022:
- Temporarily only selects one strategy while I am working on trying to improve the others
November, 16th, 2022:
- Re-enabled some other strategies again and improved some
- Made three more civs playable for the AI: Koreans, Aztecs and Incas
November, 17th, 2022:
- Fixed some bugs
- Added one more civ: Bengalis
November, 26th, 2022:
- Fixed some more bugs (finally fixed Flemish Revolution)
- Added another civ: Bohemians
November, 27th, 2022:
- Added another civ: Slavs
- Fixed lots of bugs with Navy
- Adjusted some eco stuff
December, 1st, 2022:
- Enabled escrow
- Some small fixes
December, 11th, 2022:
- Adjusted some escrow stuff
- Fixed some things
- Added two more civs: Magyars and Burmese
January, 12th, 2023:
- Some rearrangements in the code
- Added one more civ: Bulgarians
February, 8th, 2023:
- Added the last of the current available civs: the Cumans
- Hopefully fixed a bug with escrow
- Adjustments to Frankish strategy selection
March, 26th, 2023:
- Some smaller fixes
April, 12th, 2023:
- Updated for the latest patch
May, 16th, 2023:
- Updated for the latest patch
- Included the Romans
July, 2nd, 2023:
- Fixes to techs
- Enabled land nomad (no water-nomad or normal nomad)
July, 15th, 2023:
- Changed when the AI attacks to be smarter
November, 4th, 2023:
- Updated for the last patch
- Included the two new civs: Armenians, Georgians
November, 9th, 2023:
- Fixed a bug that prevented the AI from researching some monastery technologies
- Portuguese will now build more Feitorias than previously
November, 12th, 2023:
- Fixed several bugs related to all kinds of siege equipment (Scorpion line, Battering Ram line, Mangonel line, trebuchet) and their related strategies
- Fixed the Celts being unlikely to go for a siege-equipment focused strategy
February, 2nd, 2024:
- Improved several strategy's economy
- Lots of small fixes
- Disabled some general strategies for all civs (temporary probably)
Thank you all for your interest!
Kind regards,
Kimberly Azula
This is a post to introduce and share an AI that I started working on in February 2022. It went through lots and lots of design changes. It started as an AI called "Malians AI", that was only meant to play Malians. Then I decided, I want to add more african civs, so I renamed the AI to "The African Queendoms AI". But then ... after a couple more days I decided, why only limit the script to the few african civs? So I renamed them to "The United Queendoms AI" (TUQ for short). It can play multiple civs now.
Some pics:
General Features:
- Can play most standard land maps, but can also play water maps (if too much water is detected, the AI might focus only on ships though)
- Can not play maps where you start without a TC or where you need to move villagers with ships
- Can play all civs
- No DUC (so far)
- Can play only conquest (for now)
- Unique player names (all female, of course)
Why did I create this AI?
TUQ was created because I wanted to have a Malian AI with Gbeto and Camels. It then developed into a bigger project, where I added more civs, more unit variance and lots of other stuff. I also wanted to have an AI that is different to my Chill AI and my Queen AI, with better economy management.
How strong is the AI?
Again, this is not really a competitive AI. It can beat the AI (CD version) aka petersen, but can't beat any other standard AI integrated into the game. It is definitely stronger than my Chill AI script though, which can also beat petersen.
Civs TUQ can play
; PLAYABLE CIVS
; 1. Malians
; 2. Berbers
; 3. Ethiopians
; 4. Byzantines
; 5. Mongols
; 6. Saracens
; 7. Teutons
; 8. Franks
; 9. Japanese
; 10. Chinese
; 11. Britons
; 12. Indians / Hintustanis
; 13. Persians
; 14. Huns
; 15. Vikings
; 16. Goths
; 17. Mayans
; 18. Celts
; 19. Burgundians
; 20. Khmer
; 21. Malay
; 22. Portuguese
; 23. Tatars
; 24. Turks
; 25. Dravidians
; 26. Gurjaras
; 27. Italians
; 28. Vietnamese
; 29. Spanish
; 30. Sicilians
; 31. Poles
; 32. Aztecs
; 33. Koreans
; 34. Incas
; 35. Lithuanians
; 36. Bengalis
; 37. Bohemians
; 38. Slavs
; 39. Magyars
; 40. Burmese
; 41. Bulgarians
; 42. Cumans
; 43. Romans
; 44. Armenians
; 45. Georgians
Supported game settings
- Population cap: 200
- Victory condition: conquest
- Start resources: standard
- Teams locked: yes
- All technologies: no
- Start age: Dark-age
- End age: Imperial-age
Current problems:
- Economy needs adjustments (especially in imperial age)
- Add more civs
- Need different strats for pockets and flanks
- Few bugs when choosing specific strats
- Delete excess civilian or trade units
- Armenians & Georgians build an unlimited amount of fortified churches...
Updates:
March, 18th, 2022:
- Fixed some techs not being researched
- Added Indians as playable civ
- AI can now build some scorpions as support units next to the mangonels
- Time between attacks reduced in lots of cases
- Fixed lots of major bugs
March, 24th, 2022:
- Added extra mills starting in castle-age
- Added Persians, Huns and Vikings as playable civs
- Fixed bugs probably
March, 27th, 2022:
- Added Goths as playable civ
March, 29th, 2022:
- Added Mayans as playable civ
- Slightly adjusted some strategies
- Will now build more markets in imperial age
March, 30th, 2022:
- Added my Celts as playable civ <3
March, 31st, 2022:
- Added Burgundians as playable civ
- Indians can now choose a new strategy
- Can now build slightly more town centres
April, 4th, 2022:
- Added Khmer and Malay as playable civs
- Mongols can now choose a new strategy
- Adjusted some things and fixed stuff
April, 8th, 2022:
- Added Portuguese as playable civ
- Disabled escrow again for now
- Added tributing
- Adjusted stuff
April, 13th, 2022:
- Added Tatars as playable civ
- Fixed the random strategy selection (was buggy before)
May, 3rd, 2022:
- Added Dravidians as playable civ
- Adjusted the Indians / Hindustani for the new DLC
May, 4th, 2022:
- Fixes for Dravidians
- Added Gurjaras as playable civ
May, 6th, 2022:
- Added tower avoidance (test version)
June, 7th, 2022:
- Added Italians as playable civ
- Fixed some unique technologies being researched without any valid reason
- Replaced the old Saracen Madrasah tech with the new counterweighs tech (and adjusted the research requirements)
- Fixed Dravidian's sometimes not training any units besides supportive units
June 8th, 2022:
- Fixed Turks not being able to research their unique unit upgrade
June, 9th, 2022:
- Added Vietnamese and Spanish as playable civs
- Wololo!
- Adjusted some strategy selection percentages
- Adjusted builder assignment for some buildings
October, 30th, 2022:
- Adjusted some things for the latest patches
- Added Sicilians as playable civ
October, 31st, 2022:
- Removed the Wololo strategy from a lot of the civs that previously had it
November, 11th, 2022:
- Temporarily only selects one strategy while I am working on trying to improve the others
November, 16th, 2022:
- Re-enabled some other strategies again and improved some
- Made three more civs playable for the AI: Koreans, Aztecs and Incas
November, 17th, 2022:
- Fixed some bugs
- Added one more civ: Bengalis
November, 26th, 2022:
- Fixed some more bugs (finally fixed Flemish Revolution)
- Added another civ: Bohemians
November, 27th, 2022:
- Added another civ: Slavs
- Fixed lots of bugs with Navy
- Adjusted some eco stuff
December, 1st, 2022:
- Enabled escrow
- Some small fixes
December, 11th, 2022:
- Adjusted some escrow stuff
- Fixed some things
- Added two more civs: Magyars and Burmese
January, 12th, 2023:
- Some rearrangements in the code
- Added one more civ: Bulgarians
February, 8th, 2023:
- Added the last of the current available civs: the Cumans
- Hopefully fixed a bug with escrow
- Adjustments to Frankish strategy selection
March, 26th, 2023:
- Some smaller fixes
April, 12th, 2023:
- Updated for the latest patch
May, 16th, 2023:
- Updated for the latest patch
- Included the Romans
July, 2nd, 2023:
- Fixes to techs
- Enabled land nomad (no water-nomad or normal nomad)
July, 15th, 2023:
- Changed when the AI attacks to be smarter
November, 4th, 2023:
- Updated for the last patch
- Included the two new civs: Armenians, Georgians
November, 9th, 2023:
- Fixed a bug that prevented the AI from researching some monastery technologies
- Portuguese will now build more Feitorias than previously
November, 12th, 2023:
- Fixed several bugs related to all kinds of siege equipment (Scorpion line, Battering Ram line, Mangonel line, trebuchet) and their related strategies
- Fixed the Celts being unlikely to go for a siege-equipment focused strategy
February, 2nd, 2024:
- Improved several strategy's economy
- Lots of small fixes
- Disabled some general strategies for all civs (temporary probably)
Thank you all for your interest!
Kind regards,
Kimberly Azula
- Attachments
-
- The United Queendoms AI.zip
- TUQ AI, version of February, 2nd, 2024
- (69.82 KiB) Downloaded 233 times
Last edited by KimberlyAzula on Fri Feb 02, 2024 9:27 am, edited 88 times in total.
There is no denying The Morrígan's prophecies!
- FireBall37
- Swami
- Posts: 180
- Joined: Sat Aug 22, 2020 10:49 pm
Re: The United Queendoms AI (TUQ AI)
Thanks Kim!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Any feedback is appreciated, as long as it is constructive.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Update: Added support for the Indian civilization, fixed some research and adjusted some things.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Update: Three more civs (Persians, Huns and Vikings)
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Added Goths and Mayans as playable civs.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Added CELTS als playable civ. Oh, and Burgundians too.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Added Khmer, Malay and Portuguese as playable civs.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany
Re: The United Queendoms AI (TUQ AI)
Small update for the new dlc release. Added Dravidians.
There is no denying The Morrígan's prophecies!
- KimberlyAzula
- Forumer
- Posts: 99
- Joined: Thu Oct 07, 2021 8:17 am
- Location: Germany