WarCraft II AI Table
Version 5.51
Here is a brief description of the various types of AIs. Each lists what that AI builds, upgrades, what buildings it needs, and any relevant notes. If an AI doesn't have "Will build town" in its notes section, you should have it start out with any buildings it needs. If it does build a town, it is probably not a good idea to start it with anything but some Peasants, as to do otherwise might throw the AI off. Note: each AI is listed with human units for consistency; AIs perform the same way with either human and orc units. In addition, no AI is labeled as upgrading Knights, since that in covered under upgrading Footmen.
Two AIs were tested at a time; each AI had a "start from scratch" setup and a "already have it all" setup. AIs were labeled "very defensive" if they were not observed to attack. AIs were said to be "fond of (guard, cannon, scout) towers" if they built four or more of that type. AIs were stamped "fond of building type" if they were seen to seen to build three or more of that type.
Even if two AIs look identical, they differ in many respects, such as the rate of unit production and town building efficiency. As a general rule, the expansion AIs are a lot smarter than the original AIs; they are more prone to build towers and produce units faster. In addition, expect higher number AIs to be smarter than lower number AIs, since the game was designed to get more difficult after you solved the beginning scenarios.
If you have a correction or addition to make, mail me at [email protected] and I'll add it in. I am sure that there is a lot of AI behavior that I've missed, so experiment!
Land Attack
Builds: archers, footmen, knights, ballista
Upgrd: archers, footmen
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Passive
Builds:
Upgrd:
Needs:
Notes:
Orc 3
Builds:
Upgrd:
Needs:
Notes: only builds 2 peasants
Human 4
Builds: footmen, archers, destroyers
Upgrd:
Needs: barracks, lumber mill, ship yard
Notes: only builds 4 peasants, very defensive
Orc 4
Builds: footmen, archers, destroyers
Upgrd:
Needs: barracks, lumber mill, ship yard
Notes: only builds 4 peasants, very defensive
Human 5
Builds: footmen, archers, destroyers
Upgrd:
Needs: barracks, lumber mill, ship yard
Notes:
Orc 5
Builds: footmen, archers, destroyers
Upgrd:
Needs: barracks, lumber mill, ship yard
Notes:
Human 6
Builds: footmen, archers
Upgrd:
Needs: barracks, lumber mill
Notes:
Orc 6
Builds:
Upgrd:
Needs:
Notes:
Human 7
Builds:
Upgrd:
Needs:
Notes:
Orc 7
Builds: destroyers
Upgrd:
Needs: ship yard
Notes:
Human 8
Builds: footmen, archers
Upgrd:
Needs: barracks, lumber mill
Notes:
Orc 8
Builds: footmen, archers, transports
Upgrd:
Needs: barracks, lumber mill, ship yard, foundry
Notes:
Human 9
Builds:
Upgrd:
Needs:
Notes:
Orc 9
Builds: footmen, archers, knights, destroyers, transports
Upgrd: footmen, archers, rangers, paladins, ships
Needs: barracks, lumber mill, blacksmith, church, ship yard, foundry
Notes:
Human 10
Builds: footmen, archers, destroyers, battleships, transports
Upgrd: footmen, archers, rangers, paladins, mages, ships
Needs: barracks, lumber mill, blacksmith, church, mage tower, ship yard, foundry
Notes: ships used for defense only
Orc 10
Builds: knights, mages, ballista, destroyers, battleships, transports
Upgrd: footmen, archers, rangers, paladins, mages, ballista, ships
Needs: barracks, lumber mill, blacksmith, stables, mage tower, church, ship yard, foundry
Notes: very defensive
Human 11
Builds:
Upgrd:
Needs:
Notes:
Orc 11
Builds: footmen, archers, transports
Upgrd:
Needs: barracks, lumber mill, ship yard, foundry
Notes:
Human 12
Builds: transports, destroyers, battleships, subs, footmen, knights, mages
Upgrd: mages, paladins
Needs: barracks, blacksmith, stables, church, mage tower, ship yard, foundry, gnomish inventor
Notes: only attacks with naval units
Orc 12
Builds: destroyers, battleships, subs
Upgrd:
Needs: ship yard, foundry, gnomish inventor
Notes: very defensive
Human 13
Builds: mages, knights, archers, transports
Upgrd: mages, paladins
Needs: barracks, blacksmith, lumber mill, stables, church, mage tower, ship yard, foundry
Notes:
Orc 13
Builds: footmen, archers, knights, transports
Upgrd: mages, paladins
Needs: barracks, lumber mill, blacksmith, stables, church, mage tower, ship yard, foundry
Notes:
Human 14 (orange)
Builds: paladins
Upgrd: footmen, paladins
Needs: barracks, blacksmith, stables, church
Notes: very defensive
Orc 14 (blue)
Builds: archers, footmen, catapults, transports
Upgrd: archers, rangers, footmen, paladins, ballista
Needs: barracks, lumber mill, blacksmith, church, ship yard, foundry
Notes:
Sea Attack
Builds: catapults, destroyers, submarines, knights
Upgrd: ships, catapults, knights
Needs: barracks, lumber mill, blacksmith, ship yard, foundry
Notes: will build town
Air Attack
Builds: gryphons
Upgrd:
Needs: gryphon aviary
Notes: will build town
Human 14 (red)
Builds:
Upgrd: mages
Needs: mage tower
Notes: won't builds peasants
Human 14 (white)
Builds: gryphons
Upgrd:
Needs: gryphon aviary
Notes:
Human 14 (black)
Builds:
Upgrd: Paladins, Mages, Footmen, Rangers, Ships
Needs: blacksmith, lumber mill, church, mage tower, foundry
Notes: very defensive
Orc 14 (green)
Builds: destroyers, battleships, submarines
Upgrd: ships
Needs: ship yard, foundry, gnomish inventor
Notes:
Orc 14 (white)
Builds: transports, archers, knights, mages, gryphons, ballista
Upgrd: footmen, archers, rangers, paladins, ballista, mages
Needs: barracks, lumber mill, blacksmith, stables, church, mage tower, gryphon aviary
Notes: upgrades magic first
Expansion 1
Builds: footmen, archers
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 2
Builds: archers, gryphons
Upgrd:
Needs: barracks, lumber mill, gryphon aviary
Notes: will build town
Expansion 3
Builds: destroyers, battleships, gryphons
Upgrd: ships
Needs: ship yard, foundry, gryphon aviary
Notes:
Expansion 4
Builds: footmen, knights, mages, gryphons
Upgrd: footmen, archers, rangers, ballista
Needs: barracks, lumber mill, blacksmith, gryphon aviary, mage tower
Notes:
Expansion 5
Builds: footmen, archers
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: will build town, fond of barracks and guard towers
Expansion 6
Builds: footmen, archers, knights, ballista
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 7
Builds: footmen, archers
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith
Notes: very defensive
Expansion 8
Builds: gryphons
Upgrd:
Needs: gryphon aviary
Notes:
Expansion 9
Builds: footmen, archers, knights, gryphons
Upgrd:
Needs: barracks, lumber mill, blacksmith, stables, gryphon aviary
Notes:
Expansion 10
Builds: footmen, archers, knights
Upgrd: footmen, archers, paladins
Needs: barracks, lumber mill, blacksmith, stables, church
Notes: will build town
Expansion 11
Builds: footmen, archers, knights
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 12
Builds: footmen, archers, knights, mages, ballista
Upgrd: footmen, mages
Needs: barracks, lumber mill, blacksmith, mage tower
Notes: will build town
Expansion 13
Builds: footmen, archers, knights, gryphons
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith, gryphon aviary
Notes: will build town
Expansion 14
Builds: footmen, archers, knights, ballista
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 15
Builds: footmen, archers, knights, destroyers, battleships, subs, transports
Upgrd:
Needs: barracks, lumber mill, blacksmith, ship yard, foundry, gnomish inventor
Notes: will build town
Expansion 16
Builds: archers, knights, mages, ballista, destroyers, battleships, gryphons
Upgrd: footmen, archers, paladins, mages
Needs: barracks, lumber mill, blacksmith, church, mage tower, ship yard, foundry, gryphon aviary
Notes: will build town, but won't build ship yards
Expansion 17
Builds: footmen, archers
Upgrd:
Needs: barracks, lumber mill
Notes: will build town
Expansion 18
Builds: footmen, archers, knights, ballista
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 19
Builds: footmen, archers, ballista
Upgrd:
Needs: barracks, lumber mill, blacksmith
Notes: will build town, but won't build barracks
Expansion 20
Builds: footmen, archers
Upgrd:
Needs: barracks, lumber mill
Notes:
Expansion 21
Builds: footmen, archers, knights
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 22
Builds:
Upgrd:
Needs:
Notes: will build town
Expansion 23
Builds: destroyers
Upgrd:
Needs: ship yards
Notes: will build town
Expansion 24
Builds: footmen, archers, ballista, destroyers
Upgrd:
Needs: barracks, lumber mill, blacksmith, ship yards
Notes: will build town
Expansion 25
Builds: footmen, archers, knights, ballista, flying machines, mages, gryphons
Upgrd: footmen, rangers, paladins, ballista, mages
Needs: barracks, lumber mill, blacksmith, stables, gnomish inventor, gryphon aviary, mage tower
Notes: will build town, fond of guard towers
Expansion 26
Builds: footmen, archers, knights, ballista
Upgrd: footmen, archers, ballista
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 27
Builds: destroyers
Upgrd:
Needs: ship yards
Notes: will build town
Expansion 28
Builds: footmen, archers, ballista
Upgrd:
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 29
Builds: footmen, archers, knights, destroyers, battleships, subs, flying machines, transports
Upgrd: footmen, archers, ballista, ships
Needs: barracks, lumber mill, blacksmith, stables, ship yards, foundry, gnomish inventor
Notes: will build town
Expansion 30
Builds: destroyers, battleships, mages
Upgrd:
Needs: mage tower, ship yards, foundry
Notes: will build town, but won't build ship yards or foundry
Expansion 31
Builds: footmen, archers, knights, ballista, mages
Upgrd:
Needs: barracks, lumber mill, blacksmith, stables, mage tower
Notes: will build town, but won't build mage tower
Expansion 32
Builds: footmen, archers, knights, ballista, gryphons
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith, gryphon aviary
Notes: will build town
Expansion 33
Builds: footmen, archers, ballista
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 34
Builds: footmen, archers, knights, ballista
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town, won't upgrade to keep
Expansion 35
Builds: footmen, archers, knights
Upgrd:
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 36
Builds: footmen, archers, ballista
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: will build town, fond of guard towers
Expansion 37
Builds: footmen, archers, knights, flying machines, mages
Upgrd: footmen, archers, paladins, mages
Needs: barracks, lumber mill, blacksmith, stables, church, mage tower, gnomish inventor
Notes: will build town
Expansion 38
Builds: footmen, archers, knights, flying machines, mages
Upgrd: footmen, archers, paladins, mages
Needs: barracks, lumber mill, blacksmith, stables, church, mage tower, gnomish inventor
Notes: will build town
Expansion 39
Builds: footmen, archers
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 40
Builds:
Upgrd:
Needs:
Notes:
Expansion 41
Builds: footmen, archers, kngihts
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 42
Builds: gryphons
Upgrd:
Needs: gryphon aviary
Notes:
Expansion 43
Builds: footmen, archers, ballista, destroyers, battleships, subs
Upgrd:
Needs: barracks, lumber mill, blacksmith, ship yards, foundry, gnomish inventor
Notes: will build town, won't build foundry or gnomish inventor, only attacks with naval units
Expansion 44
Builds: gryphons
Upgrd:
Needs: gryphon aviary
Notes:
Expansion 45
Builds: footmen, archers, knights, ballista
Upgrd: footmen
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
Expansion 46
Builds: footmen, archers, ballista
Upgrd:
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 47
Builds: footmen, archers, knights, ballista, mages
Upgrd: footmen, archers, paladins, mages
Needs: barracks, lumber mill, blacksmith, stables, mage tower, church
Notes: will build town
Expansion 48
Builds: archers, ballista
Upgrd:
Needs: barracks, lumber mill, blacksmith
Notes: will build town
Expansion 49
Builds: footmen, archers, ballista
Upgrd: footmen, archers
Needs: barracks, lumber mill, blacksmith
Notes: fond of barracks and guard towers
Expansion 50
Builds: footmen, archers
Upgrd:
Needs: barracks, lumber mill
Notes: will build town
Expansion 51
Builds: footmen, archers, knights, ballista
Upgrd: footmen, archers, rangers
Needs: barracks, lumber mill, blacksmith, stables
Notes: will build town
War2xED's WarCraft II AI Table
War2xED's WarCraft II AI Table
04:27 jim4 why haven't you added wc1 support? this project sucks. i'm only going to use freecraft
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me
05:06 jim4 finished wc1 support yet? i've been waiting for 6 years
05:10 jim4 new things scare me