Quote:his casting skill is around 150. So he wants mana income equal to his power maintenance plus 4500, so he can cast overland, pay maintenance, and fight 9 full price battles per turn.
This part the AI already does. If mana reserve<32x casting skill (might be 16 think is 32 now), then all casting skill production is redirected to mana. And it's always active, not just when they are losing.
Quote:if trade goods are available for mana income
Define "available". You can set Trade Goods any time so in theory it is always available. But it would not be smart to just set all cities to trade goods whenever we want mana. Currently the AI sets a set percentage of cities to trade goods (not many) at random which is a poor system and could use improvement but I have no ideas how to do it better.
Quote:all power that would normally go to mana, should instead go to casting skill
What if the above condition to redirect skill into mana is also true because there is not enough mana produced with trade goods? Which would override the other? Do we push skill when we can't afford the mana needed to use it all, or do we...not.
More importantly, these rules already exist :
If total researched spells*0.75<Player researched spells, then set "research needed". If research needed, then have a 33% chance to turn any other choice into a research choice in power distribution (somewhere in the middle of the execution, so other effects can still override it, such as needed mana)
Likewise do the same for skill is AI skill<1.5* human player skill.
Quote:Settlers should increase as time goes on, if there are empty city spots.
This one is impossible. When I call "is there s city spot" from "AI change production" the game crashes. Maybe I should try again though but there is no need to. Current rule is, always produce a settler if number of existing settlers<2. So if there is a spot where the settler can be used up, a new one is produced immediately.
I would like to point out 2.71 and earlier versions had at least 4 different bugs (and base game have several dozens) that caused settlers to stuck in movement in which case the AI becomes permanently unable to settle anything since they are assuming the settler is moving to the spot when it is not. 2.72 should not in theory leave any spots open (unless it's the other plane and the AI has no access to a tower the settlers can reach)
Quote:they could have 8 settlers all going at once.
This would be an absolutely horrible strategy. The number of cities has a negative correlation with empty spots left on the map. The more cities they have, the less likely the settler can find a place to go to. Unless there are bugs, the AI tends to fill every single spot before 1410 on arcanus on impossible. After that, only razing opens up places one at a time.
Quote:For instance magicians could grant 1 research, priests 1 power.
Don't like this idea, would want people to make units that suck in combat, and it would encourage bad strategies for the human player, such as making magicians against enemies who have a Magic Immunity spell.
Quote: In every FFA game with only 1 winner the correct choice when there are only two players left is for them to declare war on each other.
I feel this isn't really right. Of course the best players won't often fall into this trap, but if the human player leaves too much time for the AI before the war (either because they want to get stronger, or just want to have fun with nodes or whatever), the AI might develop a way to win the game. For example if they finish the Spell of Mastery and the human player has no way to take out the capital or spell blast, they lose. But if the AI wards every city they have against the player's realms and they do not have dispelling wave, that might be enough too.
On the other hand the AI surprise attacking the player despite alliances if there is no one else left, would be nice. Except...it happens. Not the "direct" way but if the AI starts casting the Spell of Mastery, that has the same effect. You either go to war immediately or lose. If they also had Time Stop researched, you lose 99% of the time.
And believe me if the human player is already ahead, attacking them hurts more than helps.
Oh, and there is a mechanism to make this happen, although it isn't strong enough to break a stable alliance, but if the human player controls a lot of cities (lot is like one third of the world or more) then they periodically get a random diplomatic penalty just for that.
Quote:Impossible, November 1415 (we didnt meet until 1411 or late 1410), patch 2.7.
Then it is one of the bugs found this week. In short the AI settlers were unable to find their way to shores to get loaded into ships, or they went for unreachable tiles blocked by lairs or units. 2.72 should not have this happen. You can easily find out what is the problem, just locate the AI's settlers and see if they are moving or on a shore waiting for a ship to come for them. If they are neither then they are bugged.
Another possible reason could be if the AI randomly selected one of the small islands for their settler destination but that should not have lasted for that many turns, they re-select periodically.