No problem about the quotes, it just confused me a little 
No it is not. I don't know exactly how the AI works, but speaking from my own AI programming experience (which was no game AI, BTW) I expect this to be a rule based, database driven AI. So; general concepts are hard coded, while specific parameters can be changed.
An example: the AI knows that it is best to counter defensive units with mobile units. It doesn't know the reason for it, it was hard coded by Soren to do it like this. However, when it has to pick which unit it uses to attack a defender, it does this based on changeable parameters. It will use knigths to attack spearmen over horseman, as knights have a far better chance of winning.
If, however, you edit the attack value of a horseman to be 8, while a knight still has 4, it will pick the horseman over a knight to attack. This example might seem unrealistic, but it shows that the AI is somewhat adaptable to the parameters of the current game.
You're not saying you don't plan on culture flipping, are you? I always plan my border cities to have a larger culture than normal, just to try to take an enemy city if possible, and to prevent them from deflecting. Further, all of my newly acquired cities are heavily garrisoned, to improve my chances of keeping them. Cities with wonders are even more heavily garrisoned, as the culture in those was far greater, and the risk is higher.
This is a kind of planning that I'm sure is also included in the AI, and it does not depend that much on parameters. Therefore, it is much more basic to the AI than editing attack values is.
Of course, a quick fix could be to change priorities: If culture flipping is disabled, building libraries in border cities is not more important than in in-land cities. However, this would unbalance the AI, it would not function as good as it does now. In order to do it right, you have to change the entire system, which takes nearly as long as designing it from scratch...
DeepO

Originally posted by darthx86
I disagree... somewhat. While the diplomatic goal is already built in, the editing of units, GW, SW, etc. would be much more difficult for the AI to work around.
I disagree... somewhat. While the diplomatic goal is already built in, the editing of units, GW, SW, etc. would be much more difficult for the AI to work around.
An example: the AI knows that it is best to counter defensive units with mobile units. It doesn't know the reason for it, it was hard coded by Soren to do it like this. However, when it has to pick which unit it uses to attack a defender, it does this based on changeable parameters. It will use knigths to attack spearmen over horseman, as knights have a far better chance of winning.
If, however, you edit the attack value of a horseman to be 8, while a knight still has 4, it will pick the horseman over a knight to attack. This example might seem unrealistic, but it shows that the AI is somewhat adaptable to the parameters of the current game.
(Back to culture flip.) Since culture flip is confusing and (at best) random, human players can't plan on it. If human players can't plan for it, then neither can the AI.
This is a kind of planning that I'm sure is also included in the AI, and it does not depend that much on parameters. Therefore, it is much more basic to the AI than editing attack values is.
Of course, a quick fix could be to change priorities: If culture flipping is disabled, building libraries in border cities is not more important than in in-land cities. However, this would unbalance the AI, it would not function as good as it does now. In order to do it right, you have to change the entire system, which takes nearly as long as designing it from scratch...
DeepO
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