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Human 3 vs AI 4+ Behavior Analysis

Source save: game_1f949539969b79f6.zip

Downloaded/analyzed: July 14, 2026

Game span in structured decisions: August 371 through September 391.

Human player: faction 3.

Comparison groups:

  • Human 3: the human player.
  • AI 4-6: surviving equivalent-start AI factions in the latest save.
  • AI 7-9: equivalent-start AI factions that were reduced or eliminated earlier.
  • AI 4+: all equivalent-start AI factions together.

Factions 1 and 2 are intentionally not the main comparison group because their starts are structurally different.

Executive Summary

Human 3 plays materially differently from AI factions 4+ in ways that plausibly explain better survival and growth:

  • Human 3 trains far more often, especially in hostile-border provinces.
  • Human 3 rests almost never.
  • Human 3 recruits and divines more, creating a much larger hero base.
  • Human 3 uses Feast more and HeroGift less than the surviving AI.
  • The surviving AI factions spend more turns on Improve and Rest, especially when small.

The clearest next target is Rest: AI 4-6 still rests far more than the human player, especially at 1-2 provinces.

Overall PlayerCommands

These counts exclude battle aftermath and other non-player-command phases.

Command Human 3 AI 4-6 AI 4+
Improve 152 / 520 = 29.2% 393 / 993 = 39.6% 546 / 1449 = 37.7%
Train 61 / 520 = 11.7% 47 / 993 = 4.7% 49 / 1449 = 3.4%
Rest 4 / 520 = 0.8% 93 / 993 = 9.4% 169 / 1449 = 11.7%
Feast 45 / 520 = 8.7% 59 / 993 = 5.9% 77 / 1449 = 5.3%
HeroGift 8 / 520 = 1.5% 35 / 993 = 3.5% 41 / 1449 = 2.8%
March 35 / 520 = 6.7% 73 / 993 = 7.4% 188 / 1449 = 13.0%
RecruitHeroes 33 / 520 = 6.3% 23 / 993 = 2.3% 26 / 1449 = 1.8%
Divine 19 / 520 = 3.7% 13 / 993 = 1.3% 18 / 1449 = 1.2%

The all-AI March rate is inflated by AI 7-9. Surviving AI 4-6 marched at roughly the same overall rate as Human 3.

Size-Normalized Differences

The largest differences remain visible when comparing similar faction sizes.

3-4 Provinces

Command Human 3 AI 4-6
Train 25 / 110 = 22.7% 5 / 220 = 2.3%
Rest 2 / 110 = 1.8% 1 / 220 = 0.5%
Feast 5 / 110 = 4.5% 31 / 220 = 14.1%
RecruitHeroes 4 / 110 = 3.6% 9 / 220 = 4.1%
March 3 / 110 = 2.7% 20 / 220 = 9.1%

At 3-4 provinces, Human 3 is much more training-heavy. AI 4-6 uses Feast and Alms more in this bucket.

5-6 Provinces

Command Human 3 AI 4-6
Train 19 / 139 = 13.7% 3 / 248 = 1.2%
Rest 0 / 139 = 0.0% 4 / 248 = 1.6%
Feast 15 / 139 = 10.8% 7 / 248 = 2.8%
RecruitHeroes 9 / 139 = 6.5% 6 / 248 = 2.4%
March 14 / 139 = 10.1% 37 / 248 = 14.9%

At 5-6 provinces, Human 3 keeps investing in Train, Feast, and recruitment. AI 4-6 still prefers Improve and March more often.

Hostile-Border Provinces

Hostile-border provinces are where strategic readiness matters most.

Command Human 3 AI 4-6
Improve 102 / 348 = 29.3% 127 / 428 = 29.7%
Train 58 / 348 = 16.7% 16 / 428 = 3.7%
Rest 2 / 348 = 0.6% 36 / 428 = 8.4%
Feast 36 / 348 = 10.3% 14 / 428 = 3.3%
HeroGift 6 / 348 = 1.7% 25 / 428 = 5.8%
ArmTroops 12 / 348 = 3.4% 25 / 428 = 5.8%
Diplomacy 4 / 348 = 1.1% 32 / 428 = 7.5%

Improve rates are nearly identical on hostile borders. The big behavioral split is what happens around that Improve baseline:

  • Human 3 adds much more Train and Feast.
  • AI 4-6 adds much more Rest, HeroGift, and Diplomacy.

Command Choice When Available

Choice rate when a command was available in the acting province is a better signal of priority than raw counts.

All PlayerCommands

Command available Human 3 chose AI 4-6 chose
Improve 152 / 401 = 37.9% 393 / 777 = 50.6%
Train 61 / 382 = 16.0% 47 / 718 = 6.5%
Rest 4 / 404 = 1.0% 93 / 872 = 10.7%
Feast 45 / 395 = 11.4% 59 / 803 = 7.3%
RecruitHeroes 33 / 34 = 97.1% 23 / 23 = 100.0%
Divine 19 / 28 = 67.9% 13 / 28 = 46.4%

The AI does recruit when recruitment is available. The recruitment gap is upstream: Human 3 appears to generate or discover more recruitment opportunities, helped by more Divine usage.

Hostile Border, 3-6 Provinces

This is probably the most useful apples-to-apples slice.

Command available Human 3 chose AI 4-6 chose
Train 42 / 156 = 26.9% 6 / 155 = 3.9%
Rest 2 / 156 = 1.3% 1 / 162 = 0.6%
Feast 15 / 154 = 9.7% 9 / 158 = 5.7%
HeroGift 4 / 154 = 2.6% 17 / 159 = 10.7%
March 8 / 156 = 5.1% 17 / 162 = 10.5%
ArmTroops 7 / 13 = 53.8% 22 / 37 = 59.5%
Diplomacy 3 / 153 = 2.0% 14 / 151 = 9.3%

The Rest gap is not large in this exact slice, which suggests the recent Rest changes are helping once AI factions reach mid-size. The Training gap remains very large.

AI Decision Reasons

Top AI 4-6 reasons:

Count Reason
220 chosen neutral neighbors: Improve b/c nothing better: ImproveCommandSelector.commandSelection
121 traveling
63 chosen no neutral neighbors: Improve b/c nothing better: ImproveCommandSelector.commandSelection
49 chosen neutral neighbors: rest
46 maybeAlmsCommandForProvince
45 Get support up in leader province
44 chosenUniversalCommand: rest
30 offer truce with hostile neighbor to buy development time
29 chosen neutral neighbors: train b/c nothing better: chosenTrainCommand
25 chosenUniversalCommand: rest: feast instead of rest

AI Rest reasons:

Count Reason
120 chosenUniversalCommand: rest
49 chosen neutral neighbors: rest

AI Train reasons:

Count Reason
29 chosen neutral neighbors: train b/c nothing better: chosenTrainCommand
14 fulfill UpgradeBattalionQuest (train progress)
5 prepare attack with hostile neighbors: train troops in preparation for attack: chosenTrainCommand
1 chosen no neutral neighbors: train b/c nothing better: chosenTrainCommand

This reinforces that Train is usually a fallback or quest/prep behavior for the AI, while Human 3 uses it as a primary frontier readiness command.

Findings To Act On

1. Rest Is Still Too Common At Small Sizes

Surviving AI 4-6 at 1-2 provinces:

Command Human 3 AI 4-6
Rest 1 / 45 = 2.2% 87 / 466 = 18.7%
Improve 22 / 45 = 48.9% 243 / 466 = 52.1%
Train 0 / 45 = 0.0% 39 / 466 = 8.4%

Small AI factions still spend a large share of turns resting. Some of this may be legitimate recovery after pressure, but Human 3 almost never used Rest even while small.

The first follow-up should inspect and adjust chosenUniversalCommand: rest and chosen neutral neighbors: rest.

Likely rule direction:

  • Rest should be a stronger choice only when vigor is actually threatening defense/readiness.
  • Rest should lose to Improve or Train when heroes are merely somewhat tired and enough heroes remain available.
  • Rest should be especially suspicious for small factions with hostile borders or poor strategic position.

2. Train Is Under-Prioritized On Hostile Borders

At hostile-border provinces with 3-6 province factions, Human 3 chose Train 26.9% of the time when available. AI 4-6 chose Train 3.9% of the time.

This is probably the highest-value non-Rest difference.

3. Divine/Recruitment Pipeline Is Weaker For AI

Recruit itself is fine: AI 4-6 chose RecruitHeroes 100% of the time when available.

The gap is that Human 3 used Divine more often and ended with many more heroes.

4. Feast vs HeroGift Still Differs

At hostile-border provinces:

Command Human 3 AI 4-6
Feast 10.3% 3.3%
HeroGift 1.7% 5.8%

On hostile borders with 3-6 province factions, AI 4-6 chose HeroGift 10.7% when available, while Human 3 chose it 2.6%.

The earlier Feast/Gift work helped, but AI still appears more Gift-heavy in some comparable contexts.

Next Step: Rest

Start with Rest because it is both high-volume and likely interfering with better commands.

Questions for the Rest change:

  1. Which path produces most of the bad Rest choices: chosenUniversalCommand: rest or chosen neutral neighbors: rest?
  2. Are these provinces actually under-defended or just moderately fatigued?
  3. When Rest is chosen, were Improve and Train also available?
  4. Should small factions use a stricter Rest threshold unless vigor is defense-critical?
  5. Should Rest defer to Train on hostile borders when enough heroes can still defend?

Desired outcome:

  • Keep Rest for genuinely exhausted/defense-critical provinces.
  • Reduce Rest when it is just a low-value recovery command.
  • Prefer Improve or Train when those commands can improve long-term survival without creating immediate vulnerability.