New Ai Mod, And Changes That Should Be In Base Game

Made a new ai mod that should be the best ai on land maps currently. it does attack slower and with a bigger army to allow players some more time to build up your base rather than rushing you super early with a shipment + 5 trained units.

any feedback is welcome. my coding skills are essentially nill, so I wouldn’t be surprised if the mod introduces some buggy behavior. but it should still be superior to the base ai.

there are many problems with the ai currently, such as japan trying to backherd with villagers and idling, house booming civs not house booming, dutch not buiildings 5 banks consistently let alone 11, and fort wagons not calling forwardbase logic by default. having some simple logic like:

if ((kbUnitCount(cMyID, cUnitTypeFortWagon, cUnitStateAlive)) > 0)
{
forwardBaseManager();
}
if ((kbUnitCount(cMyID, cUnitTypedeIncaStrongholdTravois, cUnitStateAlive)) > 0)
{
forwardBaseManager();
}
if ((kbUnitCount(cMyID, cUnitTypedeNatMayaTravois, cUnitStateAlive)) > 0)
{
forwardBaseManager();
}

in the wagon monitor would make it so future techs like the meiji fort shipment are handled automatically. some wagons still aren’t handled like battery tower wagon:

     case cUnitTypedeBatteryTowerWagon:
     {
        buildingType = cUnitTypedeBatteryTower;
        break;
     }

it also has some weird shipment logic that I cant figure out. while decks can be chosen easily enough, making the ai send shipments in a specific order sometimes feels impossible. for example team cards are highly prioritized like team rum over even 3 villager cards. whatever it is going on is beyond me. i spent close to 75% of the time updating the mod on the hccards file and cant wrangle the thing to work as i want.

royal decree and consulate switching are still not implemented. these shouldn’t take more than an few hours to do. that said i did sabotage my last implementation of it so it always destroyed the plans right after it was made. that’s fixed and you should now see some Espingolen and Crown Janissaries. ai also rebuilds special units like Nizams.

ai still does not age up consistently in the base game. i think building more than 2 military buildings in age 2 hurts the ai more than it helps. tower manager being active before age4 or maxage in land maps also hurts it more than it helps.

base ai should also have more resource shipments over land units, especially in age 2. it lets the ai hits its goals consistently and more naturally attack the player when its ready than trying to cheese constantly and then falling behind super fast.

mortars type units and petards don’t focus buildings. its a waste of pop space until they can prioritize buildings.

ai also has some weird micro with muskets as well as focusing buildings while its units are being killed by the enemy army.

late game it should always try to max out every native unit it can make except scouts. currently it has a strange limit on only 1 native unit based on natbias, which is fine before max age.

if the ai is in age 5 without imperial mercs, it should not be building mercs. its not pop efficient.

new revolts like Meiji, Maya and Livonia aren’t implemented even though it seems easy to do. Meiji in particular doesn’t even change decks, its 90% self implemented if you enable it.

The AI still adds Mansabdars and Daimyo to scouting plans. it also only rebuilds 1 Daimyo at maxage and doesn’t train Mansabdars consistently. scout plans should ideally never include units 3 pop and over, especially hero type units.

ai should be able to build 2 houses at once. this is to prevent situations where the villager is stuck inside a building and pop capping itself. the ai gets its unit stuck super easily somehow, and can even sometimes phase its units past walls.

if the ai cant complete a building within a certain amount of time, it should re-task the building plan.

and most importantly, walls. Please Add WALLS.

thanks

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