Follow-up Comment #2, bug #13120 (project wesnoth):
Maybe I should elaborate on the problem a bit more:
The main problem is that the side 4 AI in that scenario is ridiculously
cautious and doesn't advance much beyond its castle and definitely doesn't
seriously go for any villages either, although its [ai] parameters suggest
otherwise:
[ai]
villages_per_scout=3
village_value=50
scout_village_targetting=50
recruitment_pattern=scout,scout,scout,fighter,archer,mixed
fighter
[/ai]
The parameters which should affect how much the AI attempts to capture
villages should be village_value= and scout_village_targetting= but setting
those to high values (like 20, 50, 100) doesn't affect the side's behavious
in this scenario seemingly at all: it still doesn't send any scouts down
south to grab the villages there, but instead just keeps most all units
grouped together, including the scouts.
To reproduce, you can just start LoW, :debug :cl to the third scenario and
end turn a couple of times to see the purple side act really stupid.
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