When testing, usual problem is unoccupied positions in militarysites. AI generally grows as fast as it can. It must be very special situation (restricted space) that all militarysites are full and soldiers are pilled in warehouses. So this algorithm is to control situation that does not happen...
No... It is absolutely normal in the late game
Indeed? My test games run for 4 hours and the main problem is always shortage of soldiers in militarysites.
that's because we have a different concept of "late game". ok, in a normal match it does not happen, but there are some maps that are meant to be played for several tens of hours (pretty much all of my challenge maps, plus large ocean and a few older ones) where the AI will grow for a long time without fighting, and it will fill all spots and get a storage of soldiers. So that algorithm is there to check on an uncommon situation that only arises in special games. doesn't seem complicated, and i don't see what bad could happen by including it.
For me matches on big regular maps are normal. And I could also imagine that the trunk AI maximizes the military strength there... It would become too easy to defeat the AI there: You can just make a defense with castles and foresters, so the AI often cannot attack. If you're safe, you can speed up the game extremely, wait until the AI-team doesn't get stronger and until you are much stronger than they are. Then you can simply overrun everything....