This isn't necessarily my own tutorial although there is a slight foreword to it with a couple of ideas which are in fact not my own. After a search I came across a couple of posts explaining these personalities by CA. The original links do not function but high profile figures, including the old lead programmer for CA confirmed this applies to RTW.
I am not sure whether the personalities and their functions were carried through untouched into M2TW, what the 'build personalities' do in M2TW has been something discussed before. It was suggested that it could influence what the AI wants in a city when invading rather than what it builds. In any case, there was also the idea proposed that one could 'trick' the parser into utilizing every single personality, though each would be prioritized sequentially with the last having more of an effect than the first.
Here's an example, and before I forget the most important part as to where this code would go within the descr_strat.txt located in data/world/maps/campaign/imperial_campaign you'll find a file called the 'descr_strat.txt'. Within this file you will find each faction with their respective personalities. Also note that you will be able to assign different AI labels as well which are located in the descr_campaign_ai_db, you can remove all the AI labels within this file except for the default one which is necessary according to CA (in their original descr_campaign_ai_db file there is a tutorial) which is probably used for hordes and perhaps protectorates or some other important purpose. The descr_sm_factions file has an option of 'prefers_naval_invasions' where you can say yes or no, this will likely influence whether it prefers to see if a naval invasion is possible before a land invasion. I am getting off topic by now, so I will stop there.
If one would rather stay with two I recommend using this, as it would in theory maximize land based militaristic policies.Code:faction france, balanced comfort religious sailor bureaucrat fortified trader craftsman mao stalin caesar napoleon genghis smith henry
Without any further ado, here's the write up on the subject.Code:faction france, fortified genghis
These control a set of AI production personalities, which contribute a bias towards building and training (but not retraining or repairing). This bias is fairly small compared to game-generated factors such as "the enemy is attacking me with lots of cavalry, build me some spearmen". Explaining the weighting system which drives the production AI in full is beyond the scope of this document as it would take several days to write.
So in short, the building construction personalities are these:
balanced - biasses towards growth, taxable income, trade level bonusses (roads), walls and xp bonus buildings
religious - biasses towards growth, loyalty, taxable income, farming, walls and law
trader - biasses towards growth, trade level, trade base, weapon upgrades, games, races and xp bonus buildings
comfortable - biasses towards growth, farming, games, races, xp bonus and happiness
bureaucrat - biasses towards taxable income, growth, pop health, trade, walls, improved bodyguards and law
craftsman - biasses towards walls, races, taxable income, weapon upgrades, xp bonusses, mines, health and growth
sailor - biasses towards sea trade, taxable income, walls, growth, trade
fortified - biasses towards walls, taxable income, growth, loyalty, defenses, bodyguards and law
These biasses are towards building properties, rather than buildings themselves. The game does not know what a "Blacksmith" is, for example, it only knows that it is a building which provides a weapon upgrade, and hence a Craftsman AI would be more likely to build it than another AI personality type.
These are then combined with a troop production personality, as follows:
smith - exactly level
mao - biased towards mass troops, light infantry
genghis - biased towards missile cavalry and light cavalry
stalin - biased towards heavy infantry, mass troops and artillery
napoleon - biased towards a mix of light and heavy infantry, light cavalry
henry - biased towards heavy and light cavalry, missile infantry
caesar - biased towards heavy infantry, light cavalry, siege artillery
The same system as for the buildings applies. Troop category and class are combined at the time the unit database is loaded to give a unit production type, and the likelihood of the AI choosing to produce a given unit type which can be produced is then modified by the unit type weighting. There is also a random element in the choosing of which building or troop type to produce next, so the effect of the bias is a statistical thing. Another factor that is applied over the top which may obscure the bias is a tendency towards producing troop mixtures (according to what is already in the garrison) and a weighting according to unit strength.
The two sets of types can be freely combined; for example, although Fortified Caesar does not appear in the list of options currently used by the vanilla RTW game, it is a valid combination.
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Economic Variables (option 1)
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Finance Group
Trader = Economic (external revenue - surplus generation)
Balanced = Economic (situation based spending) [dynamic]
Comfortable = Economic (internal revenue - savings generation)
Civil Group
Bureaucrat = Law, education and subterfuge
Religion = Happiness
Military Group
Fortified = Militaristic (offense & defense land)
Sailor = Militaristic (offense & defense navel)
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Political Variables (option 2)
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Foreign Policy Group (aggressive)
Napoleon (marginal)
Caesar (moderate)
Genghis (Extreme)
Domestic Policy Group (aggressive/passive)
Stalin (moderate)
Mao (extreme)
Economic Policy Group (passive)
Henry (moderate)
Smith (extreme)
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