The Artificial Intelligence or AI, is the computer orders on how the enemy and ally computer player and some units react in the environments of a game.

The AI in the Age of Empires series has improved greatly on many aspects since its implementation in Age of Empires.

Age of Empires Edit

The AI in Age of Empires and The Rise of Rome has several notable traits, including:

  • AI will rarely, if ever, build walls. If AI does build walls, it will only be a short segment. This is common at the Scenario Editor under the default personality.
  • AI will often send their villagers to scout the map early in the game and will continue to do so late in the game even after more capable military units suited for the task are available. Scouting villagers will continue their job indefinitely until their death if they are able to effectively dodge range attacks.
  • With the exception of Campaigns and custom scenarios, AI will continue to build villagers/fishing vessels until they have about 30 or so.
  • AI will almost always construct most of their buildings at a certain distance away from their first Town Center. The space occupied by all of their buildings will often be a rectangular ring surrounding their Town Center if there are no natural obstructions.
  • AI will keep sending their villagers to repair damaged buildings/towers/walls until it is destroyed, even if it would be foolish to do so.
    • AI will often reconstruct a recently destroyed building near its previous location, even if the area is controlled by the enemy.
  • Later in a game AI will not build storage pits/granaries next to resource sites, but will instead gather resources as far away as they can.
  • AI do not hunt elephants and will not gather food from predators such as lions and alligators even if they have been hunted down.
  • Once AI military units are attacking a target (such as a building), they will never stop attacking it for any reason unless directly threatened.
  • AI will sometimes use military units that are outdated if resources are becoming scarce, for instance, they may use clubmen in the Iron Age.
  • AI will generally train a few specific types of units corresponding to its civilization bonuses and tech tree, and will rarely have a diverse army.
  • AI will strictly build their army based on their civilization's strengths, for example, an AI who is the Choson civilization may train only swordsmen.
  • If AI has multiple Priests, AI will attempt to convert it with as any priests as possible within its range.
    • If an elephant is within the range of the priest or near the unit that are trying to convert, the Priest will sometimes attempt to convert the elephant instead of the attacking unit.
  • In the Rise of Rome expansion, the AI seem to like training slingers regardless of their civilization and age, perhaps because of their ability to inflict full damage against buildings and towers. 
  • AI will never attack with their villagers unless one or more of the following circumstances occurs:
    • They are attacked early in the game, such as in the Stone or early Tool Age.
    • Towers are built near their Town Center.
    • Their civilization is being crushed and defeat seems imminent.
  • If an enemy starts building a tower in AI's base, sometimes AI will send everything including villagers to attack the tower.

Under these circumstances, the AI will send all of their villagers to attack the threat.

Age of Empires II Edit

The Age of Kings Edit

The AI in Age of Empires II is much more advanced than the AI in the previous installment. The Computer Player Strategy Builder Guide lists what each difficulty of the AI will do and what not:

AI behaviors Easiest Easy Moderate Hard Hardest
Advances through the Ages After any human player that has advanced to that age Slowly as a novice player, or as Easiest does As an experienced player As fast as possible As fast as possible; computer players cooperate to slingshot through the ages
Attacks first Never Never Occasionally Yes Yes
Breaks alliances No Rarely Rarely Yes Yes
Builds a Castle Rarely Seldom Yes Yes Yes
Builds a Wonder Never Seldom If possible If possible Seldom
Expansion and resource gathering Slowly selects resources; abandons contested resources Slowly Fast Aggressively defends resources Aggressively defends resources, destroys enemy resources
Monks used to convert buildings Never Rarely Seldom Yes Yes
Monks used to convert units Rarely with very few Monks Seldom or slowly Yes Yes Yes
Walls and Towers Never  Sometimes defensive towers Yes Yes Yes, may build offensive towers
Town siege Never Seldom Yes Yes Yes
Starting diplomatic stance Neutral Neutral Mix of Neutral and Enemy Enemy Enemy
Will ally with human players Yes (unless game would end) Yes (unless game would end) With one human only (unless game would end) Never Never
Will ally with humans Depends on personality Depends on personality Sometimes Never Never
Will ally with other computer AIs No Yes Yes Preferred Preferred
Will trade Yes Yes Sometimes No No
Cooperates against human player No Sometimes Sometimes Yes; coordinated attacks, optimized building strategies etc. Yes
Given additional resources at start? No No No No Yes

Note that the hardest AI does not only get resources at the start, but upon reaching any Age, including the Dark Age. They get 500 of each resource every time for a total of 2,000 each when they reach the Imperial Age.

The Conquerors Edit

In The Conquerors, the AI has been improved slightly, being more aggressive.

The Forgotten Edit

In The Forgotten, the AI has made a huge step forward, being a challenging opponent in higher grades of difficulty. Some aspects of the Computer Player Strategy Builder Guide do not apply anymore. The resource bonus, for instance, was removed. Also, the AI uses the trade heavily now, thus generating more gold. But the aggressiveness they play with is the biggest difference, though. The AI either rushes or booms with heavy attacks in the early Feudal Age or late Castle Age, respectively. If an army is outnumbered, sometimes it even retreats. But still, when being besieged and mostly destroyed, they do not rebuild their base.

The difficulty of the campaigns is much higher than it was in the previous versions.

The African Kingdoms Edit

In The African Kingdoms, the AI was barely modified. The campaigns can be compared those in The Forgotten in terms of difficulty.

Trivia Edit

  • Regardless of difficulty, the AI often dodges projectiles of ranged units. Also, it uses hit-and-run tactics with ranged units itself, making it hard especially for infantry using players.
  • Interestingly, the AI will sometimes cancel the construction of a building if it is only built by a single Villager and that Villager is attacked.

Age of Mythology Edit

Random Map AI Personalities Edit

  • Standard: the most balanced AI, balances economy and military pressure. Usually attacks starting from the Classical Age, but only sends two waves per Age. Rarely walls.
  • Attacker: attacks early and raids frequently. Spends a lot of time in the Classical Age but will advance to the Heroic Age if their military pressure fails. Does not spend resources on Walls or Towers.
  • Conqueror: begins training a massive army in the Classical Age but does not attack until the Heroic. Is vulnerable to rush strategies.
  • Builder: focuses entirely on its economy in the early game, building and training the bare minimum. Will advance to the Heroic Age as quickly as possible and will follow up with heavy attacks.
  • Protector: will attempt to secure a large section of the map by first walling themselves and will then build many towers in the Heroic Age over a wide area. Will make a modest army in the Classical Age but will not attack until later in the Heroic Age.
  • Defender: will focus on defending the area closest to its immediate area with walls and towers. May attack in the Classical Age as resources permit and will advance to the Heroic Age at a much later time.
  • No AI: does absolutely nothing
  • Random: selects randomly from the above

Random Map Quotes Edit


  • Just keep your armies in your own lands, and we will get along fine.
  • Good luck! You're going to need it!
  • Build many, many walls. You'll need them when I arrive.

Casts God Power

  • My gods have a gift for you! I hope it hurts.
  • The gods have given me great power.
  • Take that!

AI Ages Up First

  • You cannot possibly expect to win with your limited technology.
  • Your people have yet to discover fire or the wheel.

Player Ages Up First

  • You may have technology, but we have numbers
  • Even though you are more advanced, it will not save you from defeat.
  • Your gods have showered you with blessings.
  • Perhaps you would like to share some technology with me?

Captured Relic

  • If you want this Relic, you will have to pry it from my Temple.
  • Look ma! I found a Relic!
  • I shall present this Relic to the Temple of my Gods.

Prepares to Attack

  • It won't be long now. Soon you will see my banners in your lands.
  • I toy with my prey.
  • You are in my way. You shall be removed.

Player Caught Building Walls

  • Walling yourself in? That won't help you.

Player claims Town Center

  • I will soon take from you what is mine.
  • I know where you are expanding.
  • You prey upon the weak.
  • Do not think you can challenge me.

Player or Ally loses Town Center

Note that the enemy may also quote these if the player casts the Citadel God Power

  • Oh, did you need that town?

Enemy Loses Last Town Center

  • You have removed all of my cities from the map.

Enemy Loses Wonder/Titan Gate

  • Hey! I needed that!
  • Curse you! I spent a lot of resources on that Wonder!

Offers to Surrender

The enemy AI will usually offer to leave the game whenever the player has done severe damage to them, such as destroying their Town Center or killed most of their worker units. The player can choose between Yes or No

  • Perhaps you would allow me to leave with some dignity?

Age of Empires III Edit

The AI also have their own preferences, copying defenses in each game. The group below presumes that the player is not playing on a post-industrial or imperial gameplay as the towers will already be on Fortified level.

AI behaviors Sandbox Easy Normal Hard Expert
Advances through the ages Very slow advancement rate Slightly faster advancement rate As an experienced player As fast as possible As fast as possible; computer players cooperate to slingshot through the ages
Army size Very small Slightly larger Moderate size Larger Extremely large
Attack rate Extremely rare Slightly faster Normal rate As fast as possible As fast as possible
Forts No No Yes Yes Yes
Will trade Yes Yes Yes Yes Yes

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