Lets list AI stupid behaviors

I was very very close friend of Maria. Then suddenly, she declared war against me with Hiawatha in same turn. I defended my land successfully and captured and razed a few cities of Maria. Then she offered me peace and also tribute. I accepted and she became friendly after we made peace and she never betrayed me again.

The stupidity I've never understand, why she declared war on me while we were very very close friends.

Backstabs keep things interesting imo. And is a lot closer to human behavior than a predictable AI that stay your friend all game long.

But the AI should be better at gauging if it's a good idea.

If that's possible to code, the AI should seriously consider attacking a close neighbour that is way inferior in military power (through demography checking maybe). I think it was pretty much a given in G&K but somewhat disappeared in bnw in my experience (unless you spawn near Zulus, but even Gandhi should consider an attack if it's easy). Players are way too safe these days having games without making units :)
 
Attila the Hun attacks my capital, which happens to be on our mutual border. I have a hard time fighting him, and finally after many dead swordsmen and archers on both sides, my capital is surrounded by three battering rams. Desperately, I go into diplomacy screen, offer peace without any exchange, and he agrees, is friendly etc... Guess he just wanted to play.
 
Desperately, I go into diplomacy screen, offer peace without any exchange, and he agrees, is friendly etc... Guess he just wanted to play.

It's an issue. Many times I have war with an AI and its army surround my city. If I can resist a couple of turns (5 to 10) from DoW, it allows peace.
Always with a huge tribute (cities, gold, lux) but when you propose a peace deal without tribute it always accept.
In fact, when you start a war and can negotiate a peace deal, you'll have it for free. Even on higher difficult level.

Now war, when I want to play peaceful, is just building a wall and 4 to 6 ranged units to make it lost some turns until peace deal. No challenge just some tiles improvements pillaged.
 
In fact, when you start a war and can negotiate a peace deal, you'll have it for free. Even on higher difficult level.
.

It's a bug or misfeature that was introduced in BNW. I don't exploit it.

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.
True. Sometimes it sends fleets with many carriers and no planes.
- Some AI focuses on training too many units and then don't use them, going broke and killing their game.
Occasionally happens. It seems the AI sometimes over builds, and never deletes its units.
- Bad use of Archeologists, the get too little works, they get some unused ones doing nothing.
They often dig when they have no slots, forcing themselves to create useless sites.
- Possible overuse of prophets to convert cities instead of making holy site.
Debatable. Depending on your religious beliefs converting might be better. Even better might be avoiding GPr spawning, but sometimes it can't be helped.

- Is posible AI doesn't even know what is an AA unit and use them as standard melee.
I think it does.
- Later in the game, AI doesn't use the best units like the XCOM squad.
I haven't seen it do so.
- Bad use of great people: Using musician concert mid-game, bulbing GSs early.
Those are natural plays I don't criticize. I don't expect or want the AI to play the beaker overflow snowball trick, for example. I consider it an exploit. Settling GS after about turn 100 is almost certainly wrong though.
- On higher diffs AI still spawn too much units hurting them more than helping due to the science/culture penalties.
I wasn't aware that having too many units impacted anything except gp.
- AI seems to never want to upgrade some of their recon ships. Like still having triremes in the atomic era.
The AI is generally poor at upgrading. Even in the mid game they will still have warriors in their army.
- 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.
True. The AI will die with money in the bank. I have won games where an AI had 30k in the bank and could have just bought a diplo victory. This is probably deliberate. It is much easy for the programmers if they do not have to worry about resource constraints.
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.
True. Units will embark recklessly.
- Air units tend to rebase a lot instead on attacking.
I have noticed the AI prudently rebases units from a city under siege. This is good but maybe it is sometimes too prudent.
- 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.
This could be valid XP farming. I have noticed the AI is quite unsentimental. Several times I have taken an OC to have the former owner a-bomb it the next turn.
- 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.
Excellent!
- AI sometimes left the Generals unprotected on the field, they sould have an scort near always.
Yes, AI generals are often easy targets.
- Sometimes AI abuse of sitting and healing when they could instead easily wipe the barbarian ranged attacker / clear a camp, and instead dies.
Yes.
- AI sends GP/missioners trough territory of opponent/CS who is at war.
Also settlers and workers (all unescorted).
- 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.
This is a difficult problem. I generally try to kill the units I think will hurt me the most.
- 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.
Your AI sounds nasty!
- 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.
True. Submarines are OP against the AI.
Diplomacy AI
-------------
...
Diplo is generally hopeless or senseless. It is as if the person who wrote did not understand the meaning of the words they were using. Mutual defense treaties are secret, you can only demand diplomatic moves that the AI already wants to do, trades seem to have nothing to do with the AI's needs, etc while the AIs own diplomatic moves rarely make sense and seem mechanical and reactive rather than driven by its interests. Almost everything needs to be redone.
Global AI
----------
...
- AI will choose order as Ideology most of the time.
It doesn't always and Order may usually be best for the AI.
- End game AI Tech path seems to be streamline.

I'm not sure what that means.

Another common mistake I have seen is the pointless sortie from a city under siege. A garrisoned ranged unit or ship sometimes leaves, exposing itself to immediate death and weakening the city.
 
Backstabs keep things interesting imo. And is a lot closer to human behavior than a predictable AI that stay your friend all game long.

Generally, I agree, but my complaint is that none of the AI have any sense of loyalty. You would think one or two would take DOF seriously.
 
Generally, I agree, but my complaint is that none of the AI have any sense of loyalty. You would think one or two would take DOF seriously.

Well it depends. If you are winning the AI should be less friendly. If it gets nothing out of it (no RA) it shouldn't value the DOF seriously.
On the other hand if the AI is trying to be peaceful and getting stuff out of the DOF, then I can see it being your friend.

Obviously, ignoring AI programming limitations ;)
 
I just had an AI (Catherine) use a general to steal territory from me - first time I've ever had it happen. I was briefly impressed.

Then I saw she used it to steal a cotton tile from me, when she already had 5 cotton that no one would buy off her. :cringe:
 
I just had an AI (Catherine) use a general to steal territory from me - first time I've ever had it happen. I was briefly impressed.

Then I saw she used it to steal a cotton tile from me, when she already had 5 cotton that no one would buy off her. :cringe:

Seems like she wants to be monopoly :lol:
 
Not a bad move if it forces you to buy off her now. :)

Speaking of which, I had a game where the Aztecs used 3-4 great generals in a row to repeatedly steal 1 square farther into my territory. I wasn't concerned in the beginning because they were stealing territory 6 squares out from my city that I couldn't use. First they got oil...then they did it again for a bunch of desert...then again for right next to my marble...and I was like: "Wait a sec!" You are not stealing my capital's marble! So I burned a great general to push them back. They stopped for some reason after this and gave up on the plan. ;)
 
1. About the carriers: They not only build too much of them but have no air units on them.
2. They bombard a city for a long time but have absolutely no melee units to actually capture it. (Mainly in naval combat)
3. AIs building plantations on banana jungle tiles when it's better left alone.
4. About the culture focus. I think there's a certain logic to it. I noticed at the world congress that earlier in the game, there are more civs opting for science founding (or at least wouldn't be angry because of it). Later they change there mind and support arts. It led me to the conclusion that they start focusing on culture when they have fallen behind in researching technologies or being behind an era and that adds to the number of civs who actually prefer culture. I wonder what you guys think of this issue.
5. A city-state issue: It really bugs me that militaristic CSs never gift naval units.
 
Not sure if this has been mentioned, but it happened in my most recent game. It was with Atilla. He parked 5, yes 5, battering rams outside a barb encampment. As far as i could make out, you cant take barb encampments with battering rams, but the AI thinks you can (probably because they are a replacement for spearment). So he sat there for about 20 turns whilst the single archer/composite shot arrows at him.
 
Surprised noone has mentioned building Petra with only one desert tile in range of the city.

Funny you should say that, as I just mentioned this exact situation on another thread yesterday. Mine referenced how it made me want to start over. instead I conquered, but it was so frustrating seeing as I had a great location and was beaten to Petra by a few turns. :crazyeye:
 
Korea was going for a space victory, and should have beat me, but it sold me all of its aluminium.
 
Korea was going for a space victory, and should have beat me, but it sold me all of its aluminium.

I like to trade away all the AIs' uranium and build more a-bombs. I feel safer that way. ;)

The AI has very little idea of what anything is worth. Any current strat.res. is as good as another. A new luxury is always worth exactly so much, regardless of its happiness. Open borders -- almost always it will pay the same, whether it needs them or not, etc. Prices are modified by how it feels about you, not how it feels about the thing being traded.
 
During a game on King Difficulty, I had Dido as a neighbour and she attacked me like 3 times on the game, and everytime I managed to defeat her. While I was in Modern Era, she was still in Industrial Era, still she declared war to me, she only had two city (I already took two of those cities during our previous wars) and she attacked my tanks with pikeman. Plus, when she declared war to me, I'm pretty sure she said something like "I'm not probably gonna win, but I can can still try".

That's not all, she declared war to Mussolini (mod) and Theodora whereas they were on Modern Era at the same time, and they were too powerful for her.

I don't claim myself to be invincible, but still, why did she attacked whereas she couldn't have defeat my planes and my tanks, she EVEN had a basic warrior on his army! Besides our numbers about millitary power were like 200 000 / 20 000. Is this a bug or something? Besides I was friendly with her, I didn't post soldiers near of his borders, or denounce her, she even took the same ideology as I (Freedom).

Well in the end, I had an excuse to use nukes on his capital, quite enjoyable for me not to be cruel, but that was like a last signature of my victory from four millenium of war.
 
I like to trade away all the AIs' uranium and build more a-bombs. I feel safer that way. ;)

The AI has very little idea of what anything is worth. Any current strat.res. is as good as another. A new luxury is always worth exactly so much, regardless of its happiness. Open borders -- almost always it will pay the same, whether it needs them or not, etc. Prices are modified by how it feels about you, not how it feels about the thing being traded.

AI priority is the most important I think. They don't know what units/buildings to produce with regard to the current situation.

Regardless of what victory AI wants to achieve, the priority should always be:
1. defence units proportional to the no. of cities it has, most important of all
2. Basic defence buildings like walls and castle.
3. then happiness buildings/gold buildings to prevent bankruptcy or unhappiness.
4. other buildings like library, theatre or wonders

Defence should always always come first.


And defence units are not necessary archers. Soldiers and knights, i.e. resource dependent units, are also great in not only assault but also in defence. The major problem with the bad combat AI is that Firaxis divides units into two major types: Defend units and assault units. Such categorization is very ridiculous I think. The result of that is defensive civ, like India or Maya, or city states, produces too much archers or anti-aircraft guns, when the resource dependent units are actually better in any combat.

A mass of archers/gatling guns (defend units) or anti-aircraft is very very vulnerable to just one to two tanks. So I think, and this is also reflected in the communitas mod, AI should produce a better mix of units no matter you are a aggressive or defensive civ, instead of spamming just one type of unit.

For instance, for every two archer, there should be at least one soldiers or one houseman.
For every 3 bombers, there should be at least one fighter to guard the bombers or perform air sweep.
 
I just had an AI (Catherine) use a general to steal territory from me - first time I've ever had it happen. I was briefly impressed.

Then I saw she used it to steal a cotton tile from me, when she already had 5 cotton that no one would buy off her. :cringe:

I actually had the same happen once, but it was with a strategical resource. I responded by taking a different one with a general of mine. That was a great game.
 
Spain starts 7 tiles from both Uluru and Fountain of youth. Doesn't build its second city at either of them :cry:
 
Top Bottom