I do not want the AI to rush effectively. In terms of the attack force, it wasn't an unsensible rush. What made the rush stupid was the 20-tile hike for the "coveted" land of a civ that is only their neighbor in the most relativistic sense. I don't see how playing on a higher difficulty level will change that. They'll just make a stronger, faster stupid move. This is simply behavior that needs to fixed through programming.AI has (about) the same "behavior" on any difficulty level. The problem is the AI is trying to "rush you" and doesn't have the "ass to push that truck up that hill" because you're playing a difficulty too easy for you and it doesn't have the amount of early resource it "needs".
If you want to see the AI rush effectively on prince build no more military than your starting warrior and a scout. Otherwise, play a king game, or emperor if you can solidly fend off 6 melees and a few archers.
However, this thread is primarily about the tendency of post-G&K civ's to arrest their expansion for seemingly no good reason. I will try to post a screenshot so you guys can see that Russia could have easily have a dozen cities by now in the space it has. And since I'm not playing with random personalities, Catherine should be expanding. That's her personality.
This is another bizarre AI behavior. If a barbarian is near your cities, go exterminate it and reclaim your people. How hard is that?I've definitely seen the AI get thrown for a loop when a Barbarian takes its unescorted settler. Funny thing was, I watched the Barb brute escort the settler back to the barb camp. If the barbs are smart enough to escort settlers, why isn't the civilization leader?
If it takes an army over twenty turns to arrive my door, that means they've had 20+ turns to do other things. As stated, I played into the 1600's and Russia still never bothered to settle another city. Rather, she simply parades a worthless half-dozen ancient-era units around my borders.Building armies isn't free. When an army shows up at your door, it pretty much explains what the AI was doing instead of settling.
Since the decision to build or steal is the product of algorithms at war, the AI will make the wrong choice sometimes... Programming it to 'never covet or attack more than X tiles away' would be smart but would also scrap the whole metaphor of conquest (vs border dispute). Like a lot of AI behavior, it works alright when you up the difficulty.
Again, I don't see the argument for how things will "work alright" if I up the difficulty. A rush isn't a rush if you can't execute it quickly. Units don't cover vast distances faster at higher difficulties.
True, civ's shouldn't abandon the idea of long-distance conquests. But that's the sort of goal a civ should undertake once it has an established power base. It should make the best use of its current area, turning it into the best production center possible, before it starts sending out long-distance conquest expedition. As an opening move for a single city, that's dicey at best.
And, more to the point of the original topic, failing in that goal seems to be part and parcel of what caused their expansion to arrest.