1) micro
-- Would it be cool if we could make plug-in for the core AI system as the game evolved? For example, we could make a "lure-boar" plug-in for aok, and whenever the custom AI script call the lure-boar plugin, a vil will go and hit the nearest boar two times and then run back to the tc.
-- Or we could make a house-scan plug-in to periodically scan the area around the AI's town for forward builder/buildings.
2) calculate to see if they can win a military engagement
-- These guys need to run away and re-group when they can no longer win a battle...
3) set objective priority
-- Example:
- Dark Age
High priority in killing vils
Medium priority in killing military
Low priority in killing buildings
NO priority in killing TC
- Feudal Age
High priority in killing vils
Medium priority in killing military
Low priority in killing buildings
Medium priority in killing Towers (evaluate if it can win first)
NO priority in killing TC
- Castle Age
Spearman-Line - High priority for knights
Skirms-line - High priority archers
Knights - High priority for archers, sword-man, vils
Archers - High priority for infantry, vils
ALL-Ages
High priority in attack in BIG HUGE GROUPS.
and the list go on and on... it's kind of stupid to see the AI use m@a to fight knights instead of using spear... so the priority system would help that a lot.