It's part of the bigger issues which is called "priority tweaking".Could it possibly be due to too much focus on the agendas? In an effort to make the AI put more emphasis on their agenda, military gets neglected even while losing badly under an ongoing invasion?
Clearly not. Have you seen Germany's agenda? It sucks: "There are civilizations and there are city states so, let's have a civ that hates civs who interact with city states. Yup, that works!"Could it possibly be due to too much focus on the agendas? In an effort to make the AI put more emphasis on their agenda, military gets neglected even while losing badly under an ongoing invasion?
Yeah, that City-State unit spam is something they'll probably want to fix. Could cause a lot of traffic jams with 1 Upt.
It's not how game development works.
The more actively you change gameplay, the less advanced AI you may have and the less it follows the gameplay changes. Once the game is more or less stable and in the process of polishing - that's there hard work on AI begins.
The build is at least 1 month before release (maybe a bit more, depending on the development process) and a month of hard work on AI could fix significant flaws and surely could fix something as minor as build priorities IF there's no bigger problem hidden behind.
So, we'll have AI being improved by release, that's guaranteed. Whether it will be able to field as many military units as needed - possible, but we don't know.
I did not expect wonderful performance from the AI, but it is really really bad..
Doesn't aware at all of iminent invasion, not even after getting denounced and enemy units sighted, doesn't build any capable defenders. Ok, the AI doesn't have production bonus, but if the player can build many attacker units so could the AI, but apart from some warriors and chariots here and there I haven't seen a serious attempt to stop their own annihilation.
Recently I showed civ4 to my friend and started a game for him at warlord difficulty (below noble), and in that game the ai was quite capable.. here prince is a pushover..
Here is hoping that the ai gets optimized further with patches, but so far I'm dissapointed.
But it's already less a month away, AI development is harder than it seems especially one that can adapt to changing conditions (i.e. not flavor-based)
The hardness really depends on what's the issue. If it's simply production biases, those things can probably be changed in an afternoon. However, if the AI has the wrong heuristics altogether and they're not merely poorly weighted, then there's a problem. We can't tell which is the case.
Given the deplorable state Civ V combat AI was left in--as of the latest version of BNW, the AI still randomly embarks units into danger and still cannot move and shoot with ranged units, to say nothing of the AI's more general incompetence--I see no reason to expect Civ VI's AI to somehow improve between now and release. Would it be possible? Probably. But Firaxis doesn't prioritize AI.
Like others, I'm not worried about the AI not building enough units. I'm sure we'll see the same unit spam on Deity that we've become accustomed to.
London falling to a single viking longship:
Exactly. I was wondering why they won't release anything like that, video where only AI plays, if they are watching it all the time.There was one reassuring video from the Devs very soon after it was announced, which Ed Beach says they have these new computers in the lobby running AI games 24/7 and it's a completely new AI coding.