I suppose I should finally make a post here about my script. I have just been using the Discord for updates and the in-game mod center for publishing.
The SuperVillain started out as a Goth power drush AI, and this is still a major part of its style. It does, however, not usually attack with unupgraded militia anymore. Instead, the first few militia are rushed out much earlier than the rest, usually even before a lumber camp is built, and used for deer pushing and scouting, also freeing the starting scout to its main task. Then the attack comes in Feudal Age with a bunch of men at arms. It will add skirmishers and defensive towers against archers, spears against scouts, and scouts against massed skirmishers. Age-ups and extra town centers are typically delayed compared to the normal practice.
In Castle Age, getting a defensive castle up is prioritized. Heavy 1 TC aggression with a mixed army: longswords, huskarls, pikes, knights, rams, skirmishers, light cavalry, monks, sometimes scorpions.
Imperial Age is rather unpolished, but when it gets there, it is often winning anyway.
The SuperVillain has highly questionable army control, due to a nasty mix of macro commands and DUC. Its villagers do not retreat before taking damage, which is disastrous when hit by massed ranged units. They also fight to the death against Feudal melee units.
There is preliminary support for Armenians and Bulgarians, but Goths are still the main civilization. I think it will play any civilization, really, but does not account for all technology and unit options, bonuses, etc..
Arabia is the "home map". It can also be a beast on Land Nomad if it's not too close to its opponent. Water play is not supported yet.
There is a lot more to say and a lot more to do. Any questions, suggestions, or feedback?
You can count on finding the newest updates in the in-game mod center.
I welcome suggestions and helpful critiques.
The SuperVillain
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The SuperVillain
- Attachments
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- The SuperVillain 2025-03-15.zip
- Fixes, refactoring, incomplete new features, still very buggy and dumb.
- (103.72 KiB) Downloaded 140 times
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- The SuperVillain_with_Corleone_preview_2025-01-27.zip
- Some fixes/changes and an early dirty laundry pre-alpha version of Corleone, included as a separate AI
- (93.12 KiB) Downloaded 272 times
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- The SuperVillain 2025-01-01.zip
- The very buggy version submitted to Prince of Hideout
- (73.54 KiB) Downloaded 202 times
Last edited by SuperSkurken on Sat Mar 15, 2025 6:46 am, edited 7 times in total.
- wattle
- Swami
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Re: The SuperVillain
Great that it has a home here now as well.
Nice summary
Nice summary
MangudAI-all-in (wip, to be continued, when I retire from work
)
Btw, thank you s64 for your effort. Was a pleasure to cross your way. Have a good time.

Btw, thank you s64 for your effort. Was a pleasure to cross your way. Have a good time.
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Re: The SuperVillain
I have updated The SuperVillain today with a few bug fixes. It may not be at its strongest ever, but I think I have weeded out some of the worst bugs displayed versus Soldier in Prince of Hideout.
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Re: The SuperVillain
New update today, most of all because the mod center is my only backup...
The update includes my other WIP AI Corleone, which is destined to become a SuperVillain personality. The Goth personality will probably get a name like "Grausamer Günther".
The plan is to have The SuperVillain choose between personalities based on civilization and map, or possibly even switch on the fly, such as doing an all-in until achieving a huge army lead and then switching to more conventional and balanced play. I am planning to keep the pure personalities as options in the AI selection menu. Conveniently, Corleone appears right next to The SuperVillain in my AI list, at least.
Corleone is a Feudal all-in AI that basically idles the TC at 21 villagers after advancing at 18-19 villagers, to produce skirmishers from one archery range and archers from two archery ranges. There are more details added to deal with enemy cavalry, towers, and TCs, but this is the basic idea. It is inspired by the good old Tati rush, but I hope it will deserve its own amazing name: The Corleone rush. Made for Sicilians (Vito Corleone is a famous fictive Sicilian villain, hence the name), but possibly even stronger with Koreans. Also very strong with Cumans, Dravidians, Persians, Bengalis, probably Byzantines, and some more.

The update includes my other WIP AI Corleone, which is destined to become a SuperVillain personality. The Goth personality will probably get a name like "Grausamer Günther".

Corleone is a Feudal all-in AI that basically idles the TC at 21 villagers after advancing at 18-19 villagers, to produce skirmishers from one archery range and archers from two archery ranges. There are more details added to deal with enemy cavalry, towers, and TCs, but this is the basic idea. It is inspired by the good old Tati rush, but I hope it will deserve its own amazing name: The Corleone rush. Made for Sicilians (Vito Corleone is a famous fictive Sicilian villain, hence the name), but possibly even stronger with Koreans. Also very strong with Cumans, Dravidians, Persians, Bengalis, probably Byzantines, and some more.
Last edited by SuperSkurken on Tue Jan 21, 2025 1:41 am, edited 1 time in total.
- Aleph
- Guru
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Re: The SuperVillain
That would be "Grausamer Günther". Get your grammar right.
In this house, Vito Corleone is a hero. End of story.SuperSkurken wrote: Tue Jan 21, 2025 12:15 am(Vito Corleone is a famous fictive Sicilian villain, hence the name)
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Re: The SuperVillain
Danke.

Well, I can agree that he is at least somewhat less evil than some of the other gangsters in the movies, including his own son. The movie romanticizes him. I don't fall for that, though.In this house, Vito Corleone is a hero. End of story.
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Re: The SuperVillain
New small update. Slightly reduced number of pre-loom militia to guarantee being able to afford loom and to enable an earlier Feudal Age (tuning not complete). Also tuning the Corleone build a little. Immortal succumbs roughly 2/3 of the time now. (Source: Trust me, bro.
)

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Re: The SuperVillain
New version today (after publishing new mod versions many times in the meantime).
A bunch of updates towards merging the two AIs more.
Bug fixes.
Infantry micro kind of works again now, but it's not good.
Now uses attack-now for the initial attack and then switches to attack groups.
Still does not utilize production buildings well, effectively wasting wood that could have been spent on farms.
Does not grab obvious opportunities to defend with knights and siege in early Castle Age and overrun the enemy.
Booms too late and too little.
Now rarely makes more than one tower in Feudal Age.
Dream scenario for Goths):
- Get away with Barracks -> Mining camp (gold) -> Mill -> Lumber camp. (Happens, but not consistently.)
- 21-22 villagers click-up after massive deer pushing with militia. (Happens, but not consistently.)
- Maximal militia production on the way up, potentially reaching 7-8 militia by the start of Feudal Age. (I think I have seen 8.)
- Attack while upgrading to M@A. (Happens often.)
- Make good damage with M@A, keeping them alive long enough to benefit from Blacksmith upgrades.
- Adapt, typically adding skirmishers and a defensive tower or two.
- Respond to Feudal counterpressure as needed, but try to get to Castle Age within reasonable time, ideally before the opponent.
- Gather stone for a Castle on the way up, aiming for huskarls and, a bit later, anarchy. (The first part kind of works.)
- Resolutely add knights, siege, and monks to defend and counter-attack in early Castle Age. (Rarely happens properly.)
- Punish archers and boomers hard with massed huskarls from barracks.
- Boom when the push is working or while going on the defense. (Now units are mostly wasted on stupid attacks, and booming happens only occasionally, regardless of situation.)
- Advance to Imperial Age with a solid economy and add proper siege. (Now often makes too many rams early on.)
- Typically switch to massive hussar raids in late Imperial Age. (No trash war mode yet.)
A bunch of updates towards merging the two AIs more.
Bug fixes.
Infantry micro kind of works again now, but it's not good.
Now uses attack-now for the initial attack and then switches to attack groups.
Still does not utilize production buildings well, effectively wasting wood that could have been spent on farms.
Does not grab obvious opportunities to defend with knights and siege in early Castle Age and overrun the enemy.
Booms too late and too little.
Now rarely makes more than one tower in Feudal Age.
Dream scenario for Goths):
- Get away with Barracks -> Mining camp (gold) -> Mill -> Lumber camp. (Happens, but not consistently.)
- 21-22 villagers click-up after massive deer pushing with militia. (Happens, but not consistently.)
- Maximal militia production on the way up, potentially reaching 7-8 militia by the start of Feudal Age. (I think I have seen 8.)
- Attack while upgrading to M@A. (Happens often.)
- Make good damage with M@A, keeping them alive long enough to benefit from Blacksmith upgrades.
- Adapt, typically adding skirmishers and a defensive tower or two.
- Respond to Feudal counterpressure as needed, but try to get to Castle Age within reasonable time, ideally before the opponent.
- Gather stone for a Castle on the way up, aiming for huskarls and, a bit later, anarchy. (The first part kind of works.)
- Resolutely add knights, siege, and monks to defend and counter-attack in early Castle Age. (Rarely happens properly.)
- Punish archers and boomers hard with massed huskarls from barracks.
- Boom when the push is working or while going on the defense. (Now units are mostly wasted on stupid attacks, and booming happens only occasionally, regardless of situation.)
- Advance to Imperial Age with a solid economy and add proper siege. (Now often makes too many rams early on.)
- Typically switch to massive hussar raids in late Imperial Age. (No trash war mode yet.)