AI Wars Part 2: Building a better empire.

Published on Monday, November 15, 2010 By Brad Wardell In Elemental Dev Journals

For you  map makers out there, you’ll be happy to know that I have modified the code today so that if you set your map to NO objects that it will create no objects at all (before it used to still seed the basic set which is no longer needed in v1.1). 

This means I can make a really boring but --- explicitly controlled map.

Screenshots of what’s going on

Please excuse the ugly screenshots. I’m in the debugger.

Turn 1:

image

Everyone on my test map gets 1 fertile land and 1 shard. It’s a barren, ugly world. This world has no quests. No goodie huts. No Monsters.

 

Turn 20: Comparison time

image ME

 

image AI: Gilden – The heavy production faction

image AI: Capitar – The merchant heavy faction

imageAI: Yithril – Warrior/Archer faction

So as the AI guy, my first evaluation on this is to decide whether they are making the right choices.  All three of the AI here have decided not to put any resources into training units but instead have put it into building up their city.

Turn 50: AI errors

image

 

Version 1.1 of Elemental supports mana maint. The AI must learn how to use this.

image

 

I don’t need to go further. Now it’s time to go back and make adjustments.  Stay tuned for part 3.