ThorHammerz
zzz
- Joined
- Jul 31, 2014
- Messages
- 836
Hey guys, just started playing Civ 5 (finally jumped ship from Civ 4), and I hear quite a bit about how stupid the AI tends to be (only witnessed a few instances of such myself however, due to limited time actually played).
My intention is to get a better grasp of what general logical (or illogical) decision trees/patterns the AI tends to make (cannot analyze all possible outcomes just by looking at the SDK files, too many lines of code), and mod/tweak some code blocks/values to make them a little less idiotic.
Off the top of my head:
- Ranged units unable to move + shoot on same turn
- Irrational (or more accurately, I should say "shallow", as they can be too easily influenced/bribed by other AIs) diplomacy.
- Somewhat poor economic strategy (although that may be attributed to bad starts w/ few luxuries and whatnots as opposed to just poor planning).
- Victory conditions/goals other than spaceship may be shaky (in its current form, the AI will not have much chance going to war vs. humans, so domination/conquest not really viable for an AI "win").
What bad habits do you guys encounter the most? What game mechanics (i.e. 1upt) does the AI fumble around with? The AI does seem to have a primitive "Grand Strategy" planning implemented..... does the AI execute its strategies well (if at all)?
In your opinions, are the leaders flavourful enough? (i.e. do they all act the same? or are they a bland homogeneous bunch of monkeys facerolling the keyboard)? I've only noticed some AIs seem overeager to have DoFs, but not much else (but then again, likely due to my lack of play-time).
How overbearing or effective are the AI bonuses on Emperor to Deity? (Note: not asking if the "numbers are right - these are easily tweaked", but does playing "catch-up" feel realistic? Are there enough levers aside from raw bonuses? There is an attitude change for handicap, but is this noticeable? Do more parameters feel like they need to be implemented?)
If you know of any mods that have fixed/improved such behaviours [BNW compatible], I'd appreciate if you can link them here as well
Note: this is NOT a rant thread (strictly speaking, at least )!
My intention is to get a better grasp of what general logical (or illogical) decision trees/patterns the AI tends to make (cannot analyze all possible outcomes just by looking at the SDK files, too many lines of code), and mod/tweak some code blocks/values to make them a little less idiotic.
Off the top of my head:
- Ranged units unable to move + shoot on same turn
- Irrational (or more accurately, I should say "shallow", as they can be too easily influenced/bribed by other AIs) diplomacy.
- Somewhat poor economic strategy (although that may be attributed to bad starts w/ few luxuries and whatnots as opposed to just poor planning).
- Victory conditions/goals other than spaceship may be shaky (in its current form, the AI will not have much chance going to war vs. humans, so domination/conquest not really viable for an AI "win").
What bad habits do you guys encounter the most? What game mechanics (i.e. 1upt) does the AI fumble around with? The AI does seem to have a primitive "Grand Strategy" planning implemented..... does the AI execute its strategies well (if at all)?
In your opinions, are the leaders flavourful enough? (i.e. do they all act the same? or are they a bland homogeneous bunch of monkeys facerolling the keyboard)? I've only noticed some AIs seem overeager to have DoFs, but not much else (but then again, likely due to my lack of play-time).
How overbearing or effective are the AI bonuses on Emperor to Deity? (Note: not asking if the "numbers are right - these are easily tweaked", but does playing "catch-up" feel realistic? Are there enough levers aside from raw bonuses? There is an attitude change for handicap, but is this noticeable? Do more parameters feel like they need to be implemented?)
If you know of any mods that have fixed/improved such behaviours [BNW compatible], I'd appreciate if you can link them here as well
Note: this is NOT a rant thread (strictly speaking, at least )!