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   Empire Allegro:  The AI
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The AI in Empire Allegro has been designed to (hopefully) be competent
on any map that could possibly be made.  This is mostly because the AI
just focuses on one unit at a time, with each unit individually deciding
what it should do according to what the situation around it is.

This means, of course, that the computer players have no grand strategy
that they follow.  They basically churn out units, and then have each
unit do its own thing.  What each unit does and how it responds to the
situations it finds itself in is not changeable unless you feel like
messing around with the source code.

What is changeable, though, is how many units the computer builds of
each unit type (limit) and which units the computer feels are more
important to make (weight).  Those of you who have played Total
Annihilation and downloaded maps that come with their own AI should be
familiar with weight and limit, since this is pretty much all you can
change in the Total Annihilation AI also.

There are three AI profiles that a map can use: land, air, or sea.  In
the map editor you can specify which profile you want AI players on that
map to use.  If you want a custom AI profile (like, say, a mix of air
and sea units instead of just air or sea), just create a text file in
this ai folder called "mapname.txt", where mapname is the name of the map
file in the maps folder.

For example, say you have a map you've named "This Is A Map".  In the map
folder, it would be "This Is A Map.map". So in this ai folder, you'd
create a file called "This Is A Map.txt".  Then, just copy the contents
of "land.txt" or one of the other two and modify weights and limits until
you are satisfied that any computer players on your map will at least put
up a fight before being utterly destroyed.

Notes:
  Limit:  Maximum number of that type of unit the computer can have on
          the map at any time.  Can go from 0 to 50.
  Weight: How important the computer thinks building a unit of that type
          is.  Can go from 0 (do not build) to any positive integer.  The
          higher the number, the more the computer will build it.  Note
          that if that unit is out of the computer's price range, it will
          just build less important, cheaper, units instead under the
          assumption that putting a less important unit on the field is
          better than building nothing at all (one exception to this: if
	  it is on a map where landers can be built, and it has no
	  landers in play, and the landers have a high enough weight, the
	  AI will hold off on making cheaper units until it has the money
	  to build a lander).