Soldier 1.9
Posted: Thu Mar 02, 2023 10:43 am
Hi!
I've just started scripting AIs a few days ago, but decided to share with you my first creation. I love to see AI vs AI matches, so the name Soldier comes from "My first Soldier in this great battle between AIs".
The idea behind Soldier is quite simple, it plays any civ but only one strategy for now, spamming infantry. Soldier walls early with palisades to protect it's own economy while sending wave after wave of militia-line units. (Also makes some scorpions to help against archers)
It's an AI made for DE, so I'm not sure if it would on any other version.
Doesn't play water, and prefers open maps although it can play any land map.
Feel free to report any bug or make any suggestion!
Changelog
Soldier 1.0 - The start
- Spams militia
Soldier 1.1 - Strategy Review
- Wait for military researches before making more military units
- Makes more lumber/mining camps in feudal
- Still limited to feudal age
Soldier 1.2 - Economy update
- Maximum food drop distance reduced to 20 in Dark Age and 30 in Feudal so it doesn't go all over the map
- Limited barracks to 1 in Dark Age and 10 in feudal
- Rebalanced food and wood gatherers
- It should make more farms now
Soldier 1.3 - Welcome to Castle Age
- Researches loom and wheelbarrow/hand-cart
- Reaches Castle Age
- Doesn't scale with difficulty
- Hunts boar
- Rebalances economy when reaching 50 vills
- Builds blacksmith before newer lumber/mining camps
Soldier 1.4 - The Empire strikes
- Gold mining upgrades
- Change unit attack balance
- Stops making mining camps before sending villagers to gold
- Should get housed less often
- Reaches Imperial Age and develops techs
- Adds more lumber/mining camps and mills in Imperial Age
- New 30 second timer between attacks
Soldier 1.5 - Castle time
- Builds more town centers
- Researches loom when it can't make vills
- Rebalanced economy for stone and castles
- Builds defensive castles as the first 3
- Builds forward castles after the first 3
- Will research Town watch and Town patrol
- Research unique techs
Soldier 1.6 - The defensive update
- New drush-like strategy (Will only send 3 militia in dark age)
- Should get chain mail before iron casting (Armour tends to be more important when playing infantry)
- Makes palisade walls in Dark/Feudal age
- Makes stone walls in castle age
- Makes university and some researches in Imperial
- Makes scorpions in castle age
- Will pick larger forest for lumber camps instead of straggler trees
- Stops making farms until it has a blacksmith
Soldier 1.7 - Polishing things up
- Can build lumber camps and mining camps further away (each age)
- Town size increases per age
- Doesn't need to research chain mail before making man at arms anymore
- Doesn't need to afford the entire wall before building it anymore
- Will sell excess food and wood
- Buils barracks before making palisade
- Will buy food if lacking
- Builds multiple buildings at the same time
- Stops making farms to make more barracks in feudal
- New lumber camp limit in Feudal: 2
- Moved 5 mining camp limit from Feudal to Castle age
- Reduced the amount of barracks for Feudal and Castle age
- Build mining camps closer to the TC in Dark age
- Deleted age requirements for researching most techs
- Will stop producing villagers to research wheelbarrow at 45 vills and handcart at 85 vills
- Trains rams, siege elephants and trebuchets
- Will target walls after training rams
- Buys food to go to the next age
Soldier 1.8 - The Team game update
- Now trades in team games!
- Added new strategies for team games and certain civs!
- Improved boar hunting
- Improved drushes
- Makes less unnecesary houses in dark age
- Adjusted vill priorities
- Brings all sheep to TC
- Doesn't build walls in Arena
- Makes pikeman if detecting cavalry
- Make mangonels if detecting archers or scorpions
- Stop making man at arms if detecting too much archers in feudal
- Trains infantry and gunpowder unique units
- Trains bombard cannons and hand canoneers
- Trains monks
- Researches Castle techs
- Builds town centers and castles with more villagers
- Captures relics
- Will sling allies on lower ages
- Pockets and flanks play differently
- Villagers will drop food if there isn't enough to produce more villagers
- Will make rams in feudal with Cumans
Soldier 1.9 - New horizons
- Won't make scorpions if there's too much enemy cavalry
- Makes trade carts above 100 villagers
- Researches spies
- Uses TSA instead of attack now
- Better build orders
- Should help allies when they get attacked
- Better upgrade / building priorities
- Doesn't build walls when under attack
- Added water strategies
- Added hybrid strategies
- Added nomad strategies
- Focuses monasteries in standard victory
- Focuses wonders in standard victory
- Builds wonders in standard victory
Soldier 2.0 Alpha (Still in development) | Attachment Soldier 2.0 Alpha.rar
I've just started scripting AIs a few days ago, but decided to share with you my first creation. I love to see AI vs AI matches, so the name Soldier comes from "My first Soldier in this great battle between AIs".
The idea behind Soldier is quite simple, it plays any civ but only one strategy for now, spamming infantry. Soldier walls early with palisades to protect it's own economy while sending wave after wave of militia-line units. (Also makes some scorpions to help against archers)
It's an AI made for DE, so I'm not sure if it would on any other version.
Doesn't play water, and prefers open maps although it can play any land map.
Feel free to report any bug or make any suggestion!
Changelog
Soldier 1.0 - The start
- Spams militia
Soldier 1.1 - Strategy Review
- Wait for military researches before making more military units
- Makes more lumber/mining camps in feudal
- Still limited to feudal age
Soldier 1.2 - Economy update
- Maximum food drop distance reduced to 20 in Dark Age and 30 in Feudal so it doesn't go all over the map
- Limited barracks to 1 in Dark Age and 10 in feudal
- Rebalanced food and wood gatherers
- It should make more farms now
Soldier 1.3 - Welcome to Castle Age
- Researches loom and wheelbarrow/hand-cart
- Reaches Castle Age
- Doesn't scale with difficulty
- Hunts boar
- Rebalances economy when reaching 50 vills
- Builds blacksmith before newer lumber/mining camps
Soldier 1.4 - The Empire strikes
- Gold mining upgrades
- Change unit attack balance
- Stops making mining camps before sending villagers to gold
- Should get housed less often
- Reaches Imperial Age and develops techs
- Adds more lumber/mining camps and mills in Imperial Age
- New 30 second timer between attacks
Soldier 1.5 - Castle time
- Builds more town centers
- Researches loom when it can't make vills
- Rebalanced economy for stone and castles
- Builds defensive castles as the first 3
- Builds forward castles after the first 3
- Will research Town watch and Town patrol
- Research unique techs
Soldier 1.6 - The defensive update
- New drush-like strategy (Will only send 3 militia in dark age)
- Should get chain mail before iron casting (Armour tends to be more important when playing infantry)
- Makes palisade walls in Dark/Feudal age
- Makes stone walls in castle age
- Makes university and some researches in Imperial
- Makes scorpions in castle age
- Will pick larger forest for lumber camps instead of straggler trees
- Stops making farms until it has a blacksmith
Soldier 1.7 - Polishing things up
- Can build lumber camps and mining camps further away (each age)
- Town size increases per age
- Doesn't need to research chain mail before making man at arms anymore
- Doesn't need to afford the entire wall before building it anymore
- Will sell excess food and wood
- Buils barracks before making palisade
- Will buy food if lacking
- Builds multiple buildings at the same time
- Stops making farms to make more barracks in feudal
- New lumber camp limit in Feudal: 2
- Moved 5 mining camp limit from Feudal to Castle age
- Reduced the amount of barracks for Feudal and Castle age
- Build mining camps closer to the TC in Dark age
- Deleted age requirements for researching most techs
- Will stop producing villagers to research wheelbarrow at 45 vills and handcart at 85 vills
- Trains rams, siege elephants and trebuchets
- Will target walls after training rams
- Buys food to go to the next age
Soldier 1.8 - The Team game update
- Now trades in team games!
- Added new strategies for team games and certain civs!
- Improved boar hunting
- Improved drushes
- Makes less unnecesary houses in dark age
- Adjusted vill priorities
- Brings all sheep to TC
- Doesn't build walls in Arena
- Makes pikeman if detecting cavalry
- Make mangonels if detecting archers or scorpions
- Stop making man at arms if detecting too much archers in feudal
- Trains infantry and gunpowder unique units
- Trains bombard cannons and hand canoneers
- Trains monks
- Researches Castle techs
- Builds town centers and castles with more villagers
- Captures relics
- Will sling allies on lower ages
- Pockets and flanks play differently
- Villagers will drop food if there isn't enough to produce more villagers
- Will make rams in feudal with Cumans
Soldier 1.9 - New horizons
- Won't make scorpions if there's too much enemy cavalry
- Makes trade carts above 100 villagers
- Researches spies
- Uses TSA instead of attack now
- Better build orders
- Should help allies when they get attacked
- Better upgrade / building priorities
- Doesn't build walls when under attack
- Added water strategies
- Added hybrid strategies
- Added nomad strategies
- Focuses monasteries in standard victory
- Focuses wonders in standard victory
- Builds wonders in standard victory
Soldier 2.0 Alpha (Still in development) | Attachment Soldier 2.0 Alpha.rar