I grew tired of easily defeating the standard AI, so I developed this one so I would have more of a challenge. It will quickly beat the standard computer AI, usually before it can even get out of the Feudal Age. It's got all build items, all research items, wall building, special attack rules, market rules, tributing rules, taunting rules, side switching rules, resignation rules, and secondary training should resources get low. And it does not cheat! It's very easily adaptable by altering the constants for each civilization. Currently it is set up for a population limit of 75, but that could easily be changed. I have tried to keep it well commented throughout. I have no idea how it would do against the other custom AIs, but it is a good source for a beginner to see an example of almost anything they may want to put in an AI.
Edit: It also contains the camp-max-distance solution so your villagers will gather resources closer to your own town center first.
Revision Notes (Sept. 21, 2004): Side switching is now immediate rather than delayed. Fixed over-building of galleons and pikemen in Imperial Age.
Difficult.AI
- BearTheGreat
- Waheguru
- Posts: 3229
- Joined: Wed Aug 18, 2004 6:14 am
- Location: Bergheim, TX USA
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- Difficult.zip
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Don't trust the banks! http://www.mises.org/story/3480