Allright... This being my last day of holidays before at least 3 weeks of hard work ( ), I'm releasing Marilyn in its current state as a "proof of concept", if you will. Please report any error, suspicious warning, or weird behavior, this will allow me to tackle them when I have time. Note: it should only work with SVN. There is one non-lethal known bug: sometimes, the game will freeze for ≈10 seconds, before resuming with lots of "out of memory" errors. Afaik, there is no following crash or problem, I don't know what causes this, any help is appreciated. If it causes a crash for you, please report. Otherwise, I haven't really thoroughly checked, but it should be mostly working, at the very least in the 15 first minutes. I haven't actually played a game much longer than that since I started recoding, so I don't really know what could happen . It does about all the things the former Marilyn did: -Attacking. It will create armies, and will send them after the strongest enemy (I think), though it might get stuck sometimes, perhaps. -Defend. Marilyn will reliably attack any incoming army, and will deal with animals and lonely scouts. I'm not too sure what happens if one of its unit is out of its territory, but that should be a fairly rare case. I think the defense manager is actually more reliable than the former one at this point, even though it's not yet fully implemented. -Build stuff, much like the former Marilyn, only it chooses the templates dynamically using a system of roles. -The economic aspect of things is basically the same, I haven't touched it much, but because the plan manager is not yet perfect, it may have a few troubles building enough villagers in the mid/late game. What it doesn't do: -Raiding... And some things during attacks, such as responding to being attacked. I haven't had times to recode this, as I've basically scrapped using the old Tactics Manager, and haven't really coded anything new to replace it. -It's completely oblivious to technologies. Do not be surprised if Marilyn builds a fortress as its first military building. -It won't build towers or fortresses for now (though most civs will likely build a fortress as its first military building, bar perhaps the Persians). What it does better: -The Defcon system for defense has been revamped, and now Marilyn will garrison/ungarrison females. The defense manager is also more clever, it's able to pause attack plans if it takes their units. -It's not "better" per se, but Marilyn is now mostly dynamic for unit training and building. All civs are supported. This doesn't change much compared to qBot, but you'll notice Marilyn training champions for its attack plans instead of anything, and building fortresses instead of Barracks, things like that. Technical side of things: I use entity collections everywhere. In the two "census "files, which are the unit/building info manager that Marilyn uses to know what it has/what it can build. In the defense manager, for enemy targeting/knowing which of my units attack. In the enemy watchers, that keep track of enemy armies. It's very neat, and very dynamic. Quantumstate, if you read this and have some time, I think it could be interesting to look at the code (most notably in the attack plans/defense manager), there are likely some stuffs that you can put into qBot. There might be a git repo in the file... Ignore it, I haven't updated yet. Marilyn.zip