The United Queendoms AI (TUQ AI)

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KimberlyAzula
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The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

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:
Byzantine_Town_TUQ.jpg
Byzantine_Town_TUQ.jpg (1.33 MiB) Viewed 844 times
Malian_Town_TUQ.jpg
Malian_Town_TUQ.jpg (1.26 MiB) Viewed 844 times


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 a few different 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
- Malians
- Berbers
- Ethiopians
- Byzantines
- Saracenes
- Mongols
- Teutons
- Franks
- Japanese
- Chinese
- Britons
- Hindustani
- Persians
- Huns
- Vikings
- Goths
- Mayans
- Celts
- Burgundians
- Khmer
- Malay
- Portuguese
- Tatars
- Dravidians
- Gurjaras

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

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)




Thank you all for your interest!

Kind regards,
Kimberly Azula
Attachments
The United Queendoms.zip
The United Queendoms AI, version of May, 6th, 2022
(44.4 KiB) Downloaded 6 times
Last edited by KimberlyAzula on Sat May 07, 2022 12:38 am, edited 38 times in total.
There is no denying The Morrígan's prophecies!

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FireBall37
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Re: The United Queendoms AI (TUQ AI)

Post by FireBall37 »

Thanks Kim!
those hackers are just idiots, i spit on them :lol: - Mabuse

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Any feedback is appreciated, as long as it is constructive.
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Update: Added support for the Indian civilization, fixed some research and adjusted some things.
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Update: Three more civs (Persians, Huns and Vikings)
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Added Goths and Mayans as playable civs.
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Added CELTS :dance als playable civ. Oh, and Burgundians too.
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Added Khmer, Malay and Portuguese as playable civs.
There is no denying The Morrígan's prophecies!

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KimberlyAzula
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Location: Germany

Re: The United Queendoms AI (TUQ AI)

Post by KimberlyAzula »

Small update for the new dlc release. Added Dravidians.
There is no denying The Morrígan's prophecies!

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