Uncle_Joe
Prince
- Joined
- Sep 9, 2005
- Messages
- 482
The unconditional statement about committing to all out attacks is too strong. I think this after reading a large number of posts from players who wanted to see the AIs launch devastating attacks. Many players requested AIs that go to war more often. Sometimes the result is going to be a benefit to the warring party, sometimes not. Maybe more often not. However, this was what was called for by many posters.
Speaking for myself, I find totally peaceful games really boring. If the only reason AIs go to war is because I've manipulated them, that's boring too. Sometimes you need that insane leader that goes to war, even though the poor result can be predicted. This happens in real life
I dont think people really were looking for an AI to turn 'berserker' on them.
But yes, I understand what you are saying. IMO though, its not good for the game as a whole. If the AI wants to attack a neighbor and secure some resources or some expansion room or even just to hurt a competitor, I'm all fine with that. But it was making no efforts to consolidate its gains and was running itself into the ground to sustain the attacks.
And as I said, the only way to resist such an attack is to be spamming military left and right yourself. Sure, that makes the game more difficult, but then again I could always play with 'All AIs vs the player' too and it would be even more difficult. But it dramatically changes the game from one of 'Civilization' to a simple wargame.
So to sum it up, yes, the AIs should attack (and they always have IMO), but no, they shouldnt commit 100% to the attack...even if they win, they lose in the long run. The only way the 'win' is if their target is the human player and they make the game untennable for him. Beyond that, it simply eliminating competition and weakening itself in the long run.
This happens in real life
And in real life, nations dont prepare properly for war and trust in diplomacy or luck or divine providence not to be killed off either. Yet when the AIs do the same, its criticized for being 'stupid' and 'not knowing how to defend'. Either the AIs have to be playing 'to win' or they have to be playing 'to feel like other nations'. If all of the AIs are trying to win, then you shouldnt see either of these cases because neither is beneficial in the long term (although both have happened time and again in history).
Therein is the same problem I noted above. The game cant be tweaked to play smart and play 'real' in the same build. Because in the real world, nations tend to a lot of things that aren't really smart. My fear with the current AI is that it is no longer acting as opposing nation states but instead, as simply another player looking to keep the player from winning.
Do you happen to have any saves from this game? Particularly during Alex's wars with the other AI's (I'd like to see his economic stats).
I've attached all of the autosaves I had. I dont know how far back they go or if they will show you want to see but you can take a look.
What does "modified difficulty" mean?
I've tweaked the heck out of it. Essentially the level is still called 'Noble', but the parameters are closer to Monarch/Emperor in terms of Inflation/Maintenance/Upkeep etc. The AI doesnt get many bonuses either (although they are close to the 'Better Handicaps' file).
What I was shooting for was a level where the economic side matches the higher difficulties but the AI bonuses were not drastic.
By the way I'm thinking of tying unit training levels to aggressive AI... so aggressive AI would be militaristic AI.
Can you elaborate on this? Do you mean on the 'Aggressive AI' setting that the AI would 'spam' units but not so much on the standard setting?