Ninakoru
A deity on Emperor
Hi, I'm seriously considering making a dll mod that makes the AI more coherent and competitive, first I need to know what are the common silly moves and errors the AI make near every game, so with your aid lets make a list with all the AI bad decisions.
Here is an update on my progress, also I categorized all the issues.
Production AI:
---------------
- AI sometimes mass carriers, when they may use one or two, I often go on a naval assault to find lots of useless carriers near under their borders doing nothing.
- Some AI focuses on training too many units and then don't use them, going broke and killing their game.
- Some balance on unit types trained by AI: AI sometimes do many of one type of unit (Artillery), too little of another type (Melee).
- Bad use of Archeologists, the get too little works, they get some unused ones doing nothing.
- Possible overuse of prophets to convert cities instead of making holy site.
- Possible overuse of religion units on modern era and afterwards, when is better to save faith for GP purchase.
- Is posible AI doesn't even know what is an AA unit and use them as standard melee.
- Later in the game, AI doesn't use the best units like the XCOM squad.
- Bad use of great people: Using musician concert mid-game, bulbing GSs early.
- On higher diffs AI still spawn too much units hurting them more than helping due to the science/culture penalties.
- AI seems to never want to upgrade some of their recon ships. Like still having triremes in the atomic era.
- Sometimes AI with high GPT is unable to spend the gold for no reason, reaching 6k, 8k gold with no use even if the AI is on a critical moment.
Combat AI
----------
- When AI attack a coastal city, or any battle happens near water tiles, they have no worries to throw lots of units to the water, only to lose them by ranged units.
- Air units tend to rebase a lot instead on attacking.
- Air units very rarely use the sweep and intercept options.
- When you capture a city or you have a city in range damaged, they tend to bombard the city even if there's no chance to later take the city.
- Ranged units moving OR firing when they can do both. FIXED: Now AI can move to target AND shoot as part of a multiple attack. I still have to potimize code and check out the previous analysis of the combat outcome properly.
- Ranged don't attack if isn't a city take or a focus-kill, they should always fire if the can get a shot to any target, as they don't receive damage doing so.
- Possible problem with units with no defense from terrain promotion going prioritizing moving into a hill to get the defense bonus.
- AI sometimes left the Generals unprotected on the field, they sould have an scort near always.
- Sometimes AI abuse of sitting and healing when they could instead easily wipe the barbarian ranged attacker / clear a camp, and instead dies.
- Embarking Great people without naval escorts or protection.
- AI sends GP/missioners trough territory of opponent/CS who is at war.
- Fail on priorities when AI choose to focus on targets. Always go for the weakest one, while could try to shut down a nastier one.
- AI should be able to detect when they can stomp roll over some threat (IE it have a much much bigger army strength), and instead of focusing, try to max out damage done to the enemy lines.
- AI doesn't have "memory" of past actions on the field, thus not being able to see planes out of line of sight, submarines, and isn't able to detect where is the hottest war zone to react accordignly.
- AI still lose too much settlers due to barbs.
Diplomacy AI
-------------
- AI often ask for resources at 0 value for them as part of a trade.
- AI acepting a city deal only to raze it afterwards.
- There no diplo effect on war/peace bribe.
- Asking the AI to not do something should have more pressure in them with a diplo effects associated, as it is now, is just a waste if it's against their willingness.
Global AI
----------
- Few AI Grand Strategies, one per victory type, no combination like culture wide, culture tall, cuture, war.
- Seems AI always get the same promotions based on unit type: Melee go Drill + Medic, Calvary go Shock, Ranged ships go Bombardment, Carriers go Armor plating, always. - FIXED: Now AI will choose promotions more randomly, still prioritize on higher tier promotions.
- Naturals wonders may have not enough priority for the culture governor of the city.
- Not clearing the marsh on calendar luxury tiles.
- Building roads between 2 or 3 pop cities.
- AI Strongy desire to go culture the entire game, with kills diversity.
- AI will choose order as Ideology most of the time.
- End game AI Tech path seems to be streamline.
Here is an update on my progress, also I categorized all the issues.
Production AI:
---------------
- AI sometimes mass carriers, when they may use one or two, I often go on a naval assault to find lots of useless carriers near under their borders doing nothing.
- Some AI focuses on training too many units and then don't use them, going broke and killing their game.
- Some balance on unit types trained by AI: AI sometimes do many of one type of unit (Artillery), too little of another type (Melee).
- Bad use of Archeologists, the get too little works, they get some unused ones doing nothing.
- Possible overuse of prophets to convert cities instead of making holy site.
- Possible overuse of religion units on modern era and afterwards, when is better to save faith for GP purchase.
- Is posible AI doesn't even know what is an AA unit and use them as standard melee.
- Later in the game, AI doesn't use the best units like the XCOM squad.
- Bad use of great people: Using musician concert mid-game, bulbing GSs early.
- On higher diffs AI still spawn too much units hurting them more than helping due to the science/culture penalties.
- AI seems to never want to upgrade some of their recon ships. Like still having triremes in the atomic era.
- Sometimes AI with high GPT is unable to spend the gold for no reason, reaching 6k, 8k gold with no use even if the AI is on a critical moment.
Combat AI
----------
- When AI attack a coastal city, or any battle happens near water tiles, they have no worries to throw lots of units to the water, only to lose them by ranged units.
- Air units tend to rebase a lot instead on attacking.
- Air units very rarely use the sweep and intercept options.
- When you capture a city or you have a city in range damaged, they tend to bombard the city even if there's no chance to later take the city.
- Ranged units moving OR firing when they can do both. FIXED: Now AI can move to target AND shoot as part of a multiple attack. I still have to potimize code and check out the previous analysis of the combat outcome properly.
- Ranged don't attack if isn't a city take or a focus-kill, they should always fire if the can get a shot to any target, as they don't receive damage doing so.
- Possible problem with units with no defense from terrain promotion going prioritizing moving into a hill to get the defense bonus.
- AI sometimes left the Generals unprotected on the field, they sould have an scort near always.
- Sometimes AI abuse of sitting and healing when they could instead easily wipe the barbarian ranged attacker / clear a camp, and instead dies.
- Embarking Great people without naval escorts or protection.
- AI sends GP/missioners trough territory of opponent/CS who is at war.
- Fail on priorities when AI choose to focus on targets. Always go for the weakest one, while could try to shut down a nastier one.
- AI should be able to detect when they can stomp roll over some threat (IE it have a much much bigger army strength), and instead of focusing, try to max out damage done to the enemy lines.
- AI doesn't have "memory" of past actions on the field, thus not being able to see planes out of line of sight, submarines, and isn't able to detect where is the hottest war zone to react accordignly.
- AI still lose too much settlers due to barbs.
Diplomacy AI
-------------
- AI often ask for resources at 0 value for them as part of a trade.
- AI acepting a city deal only to raze it afterwards.
- There no diplo effect on war/peace bribe.
- Asking the AI to not do something should have more pressure in them with a diplo effects associated, as it is now, is just a waste if it's against their willingness.
Global AI
----------
- Few AI Grand Strategies, one per victory type, no combination like culture wide, culture tall, cuture, war.
- Seems AI always get the same promotions based on unit type: Melee go Drill + Medic, Calvary go Shock, Ranged ships go Bombardment, Carriers go Armor plating, always. - FIXED: Now AI will choose promotions more randomly, still prioritize on higher tier promotions.
- Naturals wonders may have not enough priority for the culture governor of the city.
- Not clearing the marsh on calendar luxury tiles.
- Building roads between 2 or 3 pop cities.
- AI Strongy desire to go culture the entire game, with kills diversity.
- AI will choose order as Ideology most of the time.
- End game AI Tech path seems to be streamline.