Afforess
The White Wizard
One of the areas the AI tends to be weakest is espionage. Espionage is the sort of gameplay mechanic a decentralized AI is poorest at. Espionage requires large amounts of pre-planning, a large amount of coordination between units and cities, and long timespans. The Civilization AI is largely decentralized, which means that each turn, units and cities make decisions mostly independent of each other, deciding the best particular action each turn (or a few turns a head of time). The AI doesn't think 50 or 100 turns in advance.
Espionage with the AI appears schizophrenic because the AI doesn't really have a plan. It's pretty easy to exploit the AI's weak espionage defenses, and the AI's espionage attacks feel very artificial (destroying the same exact resource/building over and over).
I'm working on a new Espionage Plan system, which will let the AI focus on a specific espionage plan and cities will build appropriate numbers of spies, and spies will focus on particular roles (defensive / offensive).
Espionage AI Plans:
I also included a plan for stealing techs, but a espionage tech strategy is a bit too complicated for the AI, at least right now.
I'm hoping to get the AI to shore up defenses initially. I want them to stick spies in their own cities and reliably guard their cities and give their defensive spies counter-espionage promotions.
Once I have that working, I will try and implement the more offensive AI plans.
Espionage with the AI appears schizophrenic because the AI doesn't really have a plan. It's pretty easy to exploit the AI's weak espionage defenses, and the AI's espionage attacks feel very artificial (destroying the same exact resource/building over and over).
I'm working on a new Espionage Plan system, which will let the AI focus on a specific espionage plan and cities will build appropriate numbers of spies, and spies will focus on particular roles (defensive / offensive).
Espionage AI Plans:
- None (No Espionage / Has Met No Players)
- Defensive (1 spy per 6 pop+ city (or capital), don't engage other players in missions)
- Disruptive (Peacetime, attacks your growth via poison/unhappiness/revolts/research)
- Offensive (Wartime, attacks military resources, military buildings, crucial military production cities)
- Offensive Preparation (Warplanning, plants nukes or bribes cities as a way of hurting you right before a war declaration)
- Financial (Steals your gold to cover financial troubles)
I also included a plan for stealing techs, but a espionage tech strategy is a bit too complicated for the AI, at least right now.
I'm hoping to get the AI to shore up defenses initially. I want them to stick spies in their own cities and reliably guard their cities and give their defensive spies counter-espionage promotions.
Once I have that working, I will try and implement the more offensive AI plans.