Is AI really brain dead?

Sticking with 1 UPT was the stupidest decision IMHO with regards to building a decent AI. It's too complicated to code a AI with 1 UPT as humans can process by seeing placement and code can't easily replicate that. Not saying we need Civ IV SODs but should have gone to 3-5 UPT based on a support calculation.
Why would 3-5 UPT be necessarily any better? Would an AI necessarily be able to properly stack ranged Units to reach the maximum Units allowed on a few tiles before attacking? Or, isn't it more likely that an AI would, on average, in most combats, use 1 to 2 UPT against a human player using the max of 3 or 5 UPT and the human would thus easily win most combats? I would even go so far as to claim that a lot of people enjoy feeling that they can find ways to work within the rules to abuse an AI who cannot take full advantage of a ruleset (i.e. the human able to better understand how to fully stack ranged Units on multiple tiles, be it 1 UPT or 5 UPT, before advancing their attack, and thus better able to cope with the imposed rule) and that if an AI were produced that could take full advantage of a ruleset, a good majority of players would complain that the game is too hard.

Where is the evidence that a Civ game should have ANY limit on UPT? Where are the game editions where an AI can properly play with such restrictions? There is evidence that AIs can be competent and challenging in Civ games without limits on UPT, and yet a good portion of the community somehow got a "bad taste" in their mouths about the idea of no limit to UPT. But, it seems more like a feeling that some players have developed, probably for a combination of reasons, without there actually being a good solution for the AIs in the alternate approaches (1 UPT or any UPT limit). To be honest, I'm disappointed at how the community fractured around such a concept in a way that led to Civ 6 continuing to include a UPT-limiting rule, and I think that people getting vocal about how stacks of doom are supposedly worse is what led to such a situation.

Where is the actual evidence that stacks of doom ruined Civ games in a way that if the exact same game edition had a UPT limit that the AI would play better and that the game would be better? Evidence shows that AIs can leverage an unlimited UPT.

Civ 4 Beyond the Sword's AIs are capable of dealing with a modest attempt at using a stack of doom against it, and while there are many ways to exploit the AIs, if one is playing on an appropriate difficulty level for one's personal skill level, one does generally need to employ good tactics in battle. When it comes to using very large stacks of doom against the AIs, again, if playing on an appropriate difficulty level, it generally requires a technological leap in military technology or a sufficient number of turns with slowly advancing stacks of siege units in order for a stack of doom to truly dominate, which, on an appropriate difficulty level for one's skill level, presents economic challenges and building stacks of units is a far cry from an instant "I win" button.

Maybe it is time for the community to agree that we're going to get better games without UPT restrictions and do what we can to encourage the developers to drop the UPT limit on Civ 6, in the interests of providing us with more competent AIs. Evidence shows that the Civ 6 AIs are already playing as though there isn't a UPT limit, what with spamming a lot of the same types of units which have nowhere to go and their inability to build up enough courage to attack with singly-stacked units, while removing the UPT limit could address both of those issues.


The idea of combining units into armies (as seen in Civ 3) just creates another area in which an AI will be incompetent and easily taken advantage of by a player.

But, the theory behind the idea is a good one. How do we find a way to implement it in a way that AIs can be expected to realistically leverage, without human players complaining that the AIs just keep building these massive combined armies that are unstoppable?


If you want some sort of a limit, you need to make it an intrinsic one, based on the situation, without limiting the quantity of units on a given tile. For example, you could say that if there are 5 units or more on a given tile outside of a city, then each unit will defend at a 20% reduced rate, due to some sort of overcrowding effect. On attack, if you have 5 or more units on the same tile or 5 or more units on all adjacent tiles for 2-movement-units (to avoid the trick of just moving 2-movement-point units one tile away from the stack before attacking), then your attacker gets a 20% reduced effectiveness. Or, make the penalty limit "3 units of the same type," which will encourage unit diversity, while not limiting you from stacking a large amount of units if they are the only type of unit that you are able to build.

In other words, a penalty gets imposed for "excessive" stacking (as per however the game chooses to define "excessive"), but stacking limits do not get in the way of unit logistics in areas that aren't on the front lines of a battle, and you can still field your stacks of doom, but they become less effective when sent around together as a large rabble. Even have successive penalties, such as an increased penalty for every level of 5 units (10 units would have a 40% penalty, given the example numbers that I used).

In Civ 4, one of the best Traits that AIs are able to leverage is the Financial Trait, which provides an intrinsic extra Commerce to any tile with 2 or more base Commerce already on it. AIs tend to do much better with intrinsic-types of benefits and penalties, as it tends to be easier to program an AI to leverage them properly.

AIs can and do field mixed-unit types of armies, probably often better than human players, so I would see both strategic and tactical value in a unit-type-limit penalty (i.e. 3 Pikemen, 3 Macemen, and 3 Swordsmen can all stand on a given tile without receiving penalties due to not exceeding a 3-per-type value, while a 4th one of any given type would fight at reduced odds, but the other 3 of that type would fight at their normal odds if the 4th one got killed off). That said, it would be good to also have a total-number-of-units penalty, to avoid a human player "gaming" the system by keeping a ton of obsolete units around just to be able to get around the unit type penalty while having a larger stack.

So, if you have 2 Pikemen and 4 Macemen on a tile, with a penalty for unit types at 3 and a penalty for total units at 5, then if you attacked with one Maceman, it would have both penalties applied to it. If your Maceman died and you attacked again with another Maceman, it would only have the total unit penalty applied to it, as there would be 2 Pikemen and 3 Macemen (a total of 5 units) remaining on the tile.

It's not a perfect model, but what I find in Civ 4 with mixed-army attacking against mixed-army defenders is that when you have MOSTLY one type of unit in your stack and you mostly attack with that unit type, you end up getting around the benefits provided by mixed-army defenders in a way that an AI isn't all that great at coping with*. So, the unit-type penalty addresses this situation, meaning that if you rely too heavily on one type of unit, those units of yours will fight with less effectiveness. Meanwhile, if you balance your army, the nature of different defending units having different defensive bonuses will mean that more of the defenders that are good at dealing with a particular type of attacker will face off against the type of attacker that they are good with.

Implemented in this way, these penalties exist primarily for combat-purposes, without getting in the way of pathing logistics.

* An example from Civ 4 Beyond the Sword:
Spoiler :
You are facing off against 2 defending Archers, 2 defending Spearmen, and 2 defending Axemen.

Your attacking Axemen do very well against defending Spearmen, but less so against defending Axemen and defending Archers. If you attack with Axemen, they'll face off against the Axemen and Archer defenders. But, if you attack with enough Axemen, eventually you'll be facing off against the defending Spearmen, which you'll easily kill.

Your attacking Chariots do very well against defending Axemen, but less so against defending Spearmen and defending Archers. Similarly, if you attack with Chariots, they'll face off against the Spearmen and Archer defenders. But, if you attack with enough Chariots, eventually you'll be facing off against the defending Axemen, while you'll easily kill.

Your attacking Swordsmen do very well against defending Spearmen and do all right against defending Archers, but do poorly against defending Axemen. Similarly, your first Swordsmen attackers will face off against the tough Axemen, then later against somewhat-tough Archers, and then against the easier-to-kill Spearmen, if you attack with a large enough number of Swordsmen.

But, if you attack with 3 units of each type of Axemen, Chariots, and Swordsmen, instead of 9 units of a single type (assuming that you just have 1 stack defender of another type), you'll have much worse odds than if you were to use 9 units of a single type, due to the defenders eventually "running out" of the "most appropriate type" of non-wounded defenders.



You could also have the same types of penalties apply in other related ways. For example, when healing from combat damage, the same two types of penalties could apply--there are only so many mace-fixing specialists in your empire, or perhaps there is only enough space in the grassland for some of them to effectively do their jobs at the same time as each other, so they operate at a reduced efficiency (i.e. your units heal more slowly) when all of the Macemen are healing on the same tile as each other.
 
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I'm a bit late in playing my first game, since I don't have that much time right now and I had to wait a few more days for the mac release. So far I can see most of the AI problems again, however: the AI (and the Barbarians) did some rather smart things. They were just not consequent enough to go through with it. I played Inland Sea and with lots of resources.
The AI didn't declare war until the middle ages, guess because the map was really big (despite using the standard number of civs) and there was more than enough settling space for everyone. With the many resources, there was also an abundance of good settling spots. So the AI went for 'small' and dense empires (around 8-12 cities). When England/Sumeria declared a joint war on me, Sumeria did nothing. I didn't attack as well, I just waited for them to come. But England came with a bunch of Knights, Crossbowmen, Swordsmen and Rams in a rather good formation. It tried to take out my units with the knights and the crossbowmen, and it would have succeeded taking a city if they went through with it. I managed to kill two knights with my units (while they got killed by the crossbowmen). But then England wanted peace. But the tactical part of the AI was good.
Same with the barbarians: there were many camps until modern times in the unclaimed snow and tundra of the map (inland sea has a lot of these). Sometimes they came with an army - crossbowmen, musketeer, battle ram. They acted rather smart, pillaging resources first, laying siege, but also retreated after they lost 2 units.
Of course this all doesn't change the fact, that the AI is not competitive enough in winning the game. But it gives me hope. Especially since I didn't see settlers in cities, scout masses or anything outright dumb at all. Maybe the map/resources really helped.
 
Yeah, but not if the tile is a hundred miles across. Which is the scale we have in Civ.
I was using this to say that 1upt is manageable. There are procedure in the armies to make sure stupid officers manage to follow the rules and do the job. Stupid ai could too (as you're more likely to find stupid ai than stupid officers).

Anyway, 1upt is not the problem for the ai. I'd prefer a system like CtP but it doesn't change much. The only issue is a pathfinding one, and civ is farfrom being hampered by this problem. There are many more.

I've had an enemy completely surround my capital with horsemen (literally, on every side), one or two attacked, then they just started cycling around it like a merry-go-round for a while before giving up and declaring peace. It can't even remember it is at war.
Yes, they seem to always do that. The only time I saw an ai take a capital was a warrior rush by Harald on me on turn 12-ish. Otherwise, they always run around the city and maybe strike once, then fool around doing nothing.
I recently had 9 mech infantry attacking a city with an AT, a horseman and a knight, protected by a submarine and frigate. I had plumped that city on another continent and didn't defend it well.
It shoudl have fallen, shouldn't it? No. The ai did not attack any unit of mine. They just camped by the city. OnDeity.

The ai also declares surprise wars without seeming to have a goal. The casus belli system in EU4 has issues, but at least it gives you goals when you declare a war and you could craft a strat around it. Here? What do they even try to achieve?
 
Man, the more this thread goes on, the more obvious it becomes just how pathetic this release is. Yeah sure, there are a lot of "features" built in. But who cares when none of them are relevant since the game effectively lacks a viable opponent.

And that doesn't even take into account the obvious balance issues or other problems such as too fast tech pace.
 
This is the main issues as I see it with the AI:

1. The inability to upgrade or build newer units. This isn't actually a result of poor AI, but rather the scarcity of important resources like iron, nite and oil. Without that they wont upgrade but keep pumping warriors, horsemen and catapults. They have also a tendency to only build one unit type, namely the best one they are able to build at the moment without regard of functionality. The devs need to increase the number of said resources or make the AI able to trade for them at least. The AI need also to be able to build not only the best unit type available, but also take type into consideration.
2. Warmongering penalty is to big at later stages. This results in a lot of wars in the start of the game, when there is no warmongering penalty, but almost none in later stages. I usually have everyone denouncing and hating me all the time, and often i really try to get them to attack, but they never do in the late game. The devs needs to tone down the penalty, at least for the AI
3. The AI players never or seldom pillage. I don't understand why, barbs do this all the time, so should the ai players. I guess they are programmed to attack unit and cities first, while the barbs are meant to just be annoying and not actually capturing cities?
4. Building too many units. The AI have a tendency to build masses of units, often filling every available space. I guess thats a result of not being able to build more advanced units for lack of resources and also the low cost of maintaining such an army due to the military policies. I guess maybe the change in how happiness work from civ5 also play a role here?
5. The inability to capture cities. I think the main reason why the AI have such a hard time doing this is related to not being able to build/upgrade to suitable units combined with their fright of sacrificing/loosing units. When they try to capture a high defended city with horsemen and refuse to take risk/sacrificing units to reach a goal, the result is that they only shuffles around for some turns before pleading for peace.
 
Yesterday I had a very nice CIV 4 game (Noble difficulty).

I invaded Spain that was located on neighbouring island. Because I was technologically superior I hoped for a easy win. I landed near Madrid and my cannons/musketmen easily captured Spanish capital defended by Axemen, Spearmen and Archers.

But then AI did something very smart. It insta upgraded all his units on the island (to musketmen/knights) and switched production in all its cities to military units and just spammed me from every direction. I unluckily failed to capture spanish 2nd largest city (Barcelona) but I knew I have a convoy of East Indiamen (I was dutch) with fresh units to replace my losses. And suddenly I noticed how I underestimated AI on this level of difficulty - it also built 5-6 frigates that attacked my convoys and destroyed all but one of my transport ships. This was a silly mistake to not have ships of the line to defend but I really believed AI wouldn't figure out how to cut off my supply lines. And he did this not with just one lonely ship but whole fleet (like a wolfpack) so I had to waste another 20 turns to produce Ironclads to clear the seas.

Forget about Stacks of Doom vs 1UPT discussion. Do you believe CIV6 AI is able to think strategically as I described above?
 
2. Warmongering penalty is to big at later stages. This results in a lot of wars in the start of the game, when there is no warmongering penalty, but almost none in later stages. I usually have everyone denouncing and hating me all the time, and often i really try to get them to attack, but they never do in the late game. The devs needs to tone down the penalty, at least for the AI
I disagree with this one. In my game, everyone DOWs everybody else all the time.
The penalty is a bit ridiculous, though. You should like the enemy of your enemy, not denounce it. Since all ai's wage war all the time, everybody hates everybody else and the penalty becomes irrelevant as ti's about equal for all major powers.
 
And where are all those people who were defending the AI? Before even the game was released :p
 
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And where are all those people who were defending the AI? Before even the game was released :p

Yeah, those optimistic fools! I bet they are having a blast playing the game even if the AI is not perfect! ;)
 
There is "not perfect" and "not an ounce of a challenge". After beating Deity so fast, I don't know whether there's any point in playing the game. If I didn't want an opponent, I'd play Sim City.
 
We should never underestimate how bad casual players are. I bet there are plenty of people who think it's hard to win a war in Civ 6.
 
We should never underestimate how bad casual players are. I bet there are plenty of people who think it's hard to win a war in Civ 6.

Yeah and most will stop playing next week like Angry Biscuits and these reviewers who give a half broken game 94%.We are the core who needs half an A.I to continue to enjoy it..
 
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The game can potentially be good but the AI issue is too important to qualify Civ 6 as a good game. I don't get the 90+% "professional" reviews. Have they played the game? or just see some Firaxis demo?
 
The game can potentially be good but the AI issue is too important to qualify Civ 6 as a good game. I don't get the 90+% "professional" reviews. Have they played the game? or just see some Firaxis demo?

These reviews are part of marketing to promote the game. It's a mutual business. Never trust any "professional" reviews.
 
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What the hell does 1 Unit-Per-Tile has ANYTHING to do with this thread ? Give me a break. Chess is 1UPT yeah ? The Man-Machine Tournaments were in freaking 1986 OK. It took a freaking genius to beat the computer, and it was on the International News. Now 30 years later I face a Deity opponent with 10 warriors playing shuffle-shuffle in his base every turn, who almost NEVER uses Fortify properly, who keeps throwing units in Marsh tiles in range of 8 crossbows, who is totally incapable to build proper counter units to my army composition...

When my girlfriend who never played Civ passes behind me and glances at the screen witnessing the AI who freaking boards 3 pikemen in the water so I can one shot them while rolling my eyes, and ask me with the sweetest naive voice "why did he board the pikemen honey?" am I seriously supposed to tell her OH BECAUSE ONE TILE PER UNIT IS TOO HARD FOR THE COMPUTER WHEN ONE THE SAME DAY STEVEN HAWKING ON THE NEWS WARNS THAT BY 2035 ARTIFICIAL INTELLIGENCE WILL BE DISCOVERING GROUND BREAKING VACCINS AND NEW TECHNOLOGIES BY ITSELF ?

Enough of all the Moderator Action: <SNIP> caricatured leaders sucking up all the development resources. Freaking shift half the god damn team on the AI today and FIX THIS. IT'S NOT WORKING !

Moderator Action: Please help us keep our forums family friendly by using appropriate language. Removed offending language. leif
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
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This game has the potential to be so good.. and they decided to release it with this buggy AI.. hoping for a patch, until then eu4 again.
 
So far in my games I found the AI to be 50/50, sometimes it excels, the other times it just flounders
 
So far in my games I found the AI to be 50/50, sometimes it excels, the other times it just flounders
I'd gladly hear a story about the AI excelling. From my experience with the game so far, the only thing the AI is good with is using missionaries to convert the world to their religion.
 
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