Complete off-topic: since you're editing executable, I wonder if there are any curious, unused lines of code left over by developers? Maybe any lines for removed "all" enemy, or any other cut personalities (bad_soldier, bad_arab)?
That's sadly not how it works. The executable is compiled into assembler code which looks f.e. like this. Any comments, variable names or other identifiers from FireFly's original source code are gone. So the chance of finding and especially understanding unused code is very low.
The closest to what you are looking for, which I have found out so far, might be how the AI determines its attack troop number:
After each attack the AI estimates _once_ it's minimum unit count for the next attack approximately with the following formula:
Do I have more than 10000 Gold?
=> next attack unit count = initial attack unit count + 7 * attack number
Do I have less?
=> next attack unit count = initial attack unit count + 5 * attack number
The initial unit counts are:
The recruitment intervals for each AI lord are in normal situations:
Chances are they used a non-amateurish compiler, which implies that dead code elimination did its thing and did it well.
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That's sadly not how it works. The executable is compiled into assembler code which looks f.e. like this. Any comments, variable names or other identifiers from FireFly's original source code are gone. So the chance of finding and especially understanding unused code is very low.
The closest to what you are looking for, which I have found out so far, might be how the AI determines its attack troop number:
After each attack the AI estimates _once_ it's minimum unit count for the next attack approximately with the following formula:
Do I have more than 10000 Gold?
=> next attack unit count = initial attack unit count + 7 * attack number
Do I have less?
=> next attack unit count = initial attack unit count + 5 * attack number
The initial unit counts are:
The recruitment intervals for each AI lord are in normal situations: