Re: SUGGESTION: AI troop building algorithm
Its a set of AI rules. People keep saying "broke" but they rarely come up with specific suggestions such as this thread did. There is also another one like it on AI castle building somewhere.
The reason it needs testing is that its not hard to come up with specifics on how Ulm would play better or how Ermor would play better. But there is only (at this time) one AI program. So if you were to write a generic AI using words like infantry, cavalry, archer, mage, priest... then will it make things worse when played by Pangaea, or Caelum, or Atlantis.
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