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  #1  
Old April 16th, 2004, 07:40 AM
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Default SUGGESTION: AI castle building algorithm

This is a part of the troop building suggestion
------------------------------------------------
Build castle
IF money=1.2*(castle cost) OR desirabilty>7
CHOOSE prov with highest "desirability points"


a) has indie troop with (ress. cost)>14 2pts

b) will give (combinedress)>66 [BASE w/o scales]
AND isn't next to another castle 1 pt
OR (combinedress)>99 2 pts

c) has site with allows special troops 1pt
has site with allows special commanders 2pts

d) has 4 land neighbours, of which 2 are not owned AND not neighbouring owned provinces 1pt

f) would have 2 castle neighbours -2 pts
------------------------------------------------

I'm not shure if a-d wouldn't need a nation-specific weighting, but I tried to get along without anything such. This would keep the code compatible not only with any nation/themes but any thinkable mod, too. (At least most of them, admittedly)

[ April 16, 2004, 06:52: Message edited by: Arralen ]
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Old April 16th, 2004, 09:43 AM

Norfleet Norfleet is offline
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Default Re: SUGGESTION: AI castle building algorithm

Your castle building policy may also be dictated by your castle choice: If you bought something like a Wizard tower, or just kept the default watch tower, as I often do, the castle building decision quickly becomes simpler:

IF PROVINCE DOES NOT HAVE CASTLE
BUILD CASTLE

Combined with a solid defense plan, it will render the life of any invader into a living hell of urban warfare.
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Old April 16th, 2004, 10:09 AM
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Default Re: SUGGESTION: AI castle building algorithm

Wow, I dont understand a damn thing about programming and whatnot, but you definately are the man.
(Um hoping you are male, here.)
Um: wow, thanks. That sounds great. Imagine, real AI enemies!
yum....
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Old April 16th, 2004, 10:45 AM
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Default Re: SUGGESTION: AI castle building algorithm

Quote:
Originally posted by Norfleet:
Your castle building policy may also be dictated by your castle choice:..
If ... Wizard tower,...becomes simpler:

IF PROVINCE DOES NOT HAVE CASTLE
BUILD CASTLE
I think
Build castle IF money=1.2*(castle cost)
will take care of this very well, but only testing in a "real life" will show. Any takers?

Can't do much testing myself, as time is limited and there's so much to do ...
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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Old April 16th, 2004, 10:50 AM

Norfleet Norfleet is offline
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Default Re: SUGGESTION: AI castle building algorithm

Quote:
Originally posted by Arralen:
Build castle IF money=1.2*(castle cost)
will take care of this very well, but only testing in a "real life" will show. Any takers?
I think the underlying problem is that the AI never has any money because it has blown all of its cash hiring garbage. Your troop hiring formulas might improve that, although it still wouldn't stop the AI from squandering most of its money on troops it wastes in futile attacks. For instance, human players tend to win attacks on provinces, unless the attack is anticipated by the defender: In contrast, the AI will often lose attacks even when you did not specifically anticipate it.
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Old April 16th, 2004, 10:53 AM
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Default Re: SUGGESTION: AI castle building algorithm

I can't do a thing about how the AI fights, but I did put in a "moneysaving turn" now and than so the AI will have the money available from time to time to build a castle. Check out.
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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