hehe
Funny you should post when I'm getting really frustrated.
The genesis of the idea was evolution (pardon the pun there). Take alot of enemy, give them roughly the same skills, make them fight, then see what the attributes were of the survivors. Take their attributes, introduce a random element - up or down - to the attributes and repeat. Each generation of units is 1 iteration. I had 10 iterations (no problem), then got the 144 group problem when going to 30 cycles.
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Edit:
To actually answer your question, no the skills didn't change by the game, they were changed by script for each iteration. Mimicking evolutionary changes.
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This past weekend, I tried creating 2 arrays of groups, then placing 10 units in each group. At the end of the iteration, deleting the units, but leaving the groups. Then, at the beginning of the next iteration just re-cycling the groups - spawning new units in the groups. Worked fine the first iteration, then failed remarkably.
The "goal" such as it is, is to test which AI skills are more important. I see lots of people "tweaking" AI skill, but haven't really seen any analysis as to how the skills interact.
BI has created an incredibly complicated simulation. Even in the limited testing I've done, I can see that many of the skills are related. But the relationships can be complex.
Anyway, any help you can give is much appreciated.