Bear in mind that the old tactical AI are basically like lemmings - they'll ALWAYS attack even massively against the odds... a big part of the tactical changes is overcoming these suicidal tendencies and ensuring the AI DOESN'T attack when doing so is suicide. So if you swap the mod out at a point where the AI should attack - yeah they're gonna attack, if you swap the mod out a point where the AI shouldn't attack - they're gonna attack.
Why don't you post a save? It's a lot more useful than a screenshot in this case.
1. City Placement - On lower difficulty levels, the AI should be more likely to pick a less optimal city location. On the top level difficulty, the AI should always pick the best location.
I think the AI doesn't trade resources for gtp because it believes that they are worth alot more. As such, it wont ask you for 2 gpt in exchange for giving pig or something. That is why they are ok with accepting the deal when you present it to them, and later upping it way up to 20 gpt for it later on in some cases. The AI places a high gpt value to it and as such (I think) never offers it.I also realized that I cannot remember the AI ever initiating a gpt trade. Why not? The obvious answer is that they aren't coded to do so, which gets to my real question: why aren't they coded to do so? We know the AI is aware of what resources are availabel for trade, because they will initiate resource><resource trades. Can't they be coded to examine gpt><resource trades as well? Ideally they should even consider the benfits of decreasing their research % in order to generate gpt to acquire an extra resource (Would having a given resource be of enough benefit to enough of my cities to counter the lost beakers?). Even more ideally, the AI should be able to analyze the cost of the added benefit to the other party (Would having a given resource be of enough benefit to enough of my cities to counter the lost beakers AND the boost I am giving my trade partner)
Sounds like the units see the more advanced units as being too powerful to take. Maybe the war engine should take this into account and build a non-sacrificial force (much like it is) and then intentionally build a sacrificial force which has a lot of siege units in it with the intended aim of dislodging difficult (including more advanced) cities.The problem I have with better AI attack logic is that Hatshe stops attacking after suiciding bunch of trebuchet. With my grenadier down to 4.6 and cannon 8.9 hp, if only hashe moved his 2 cr2 maceman, I can kiss angle and say goodbye, yet she never bothered to move them an INCH. Hashe's knight and cr2 maceman definately has a higher odds than my left over defender. My game setting is huge map, 18 civs, Deity, no city razing, raging barb, aggressive AI.
Maybe keeping it the way it is (settles cities well), but be a little lax in producing workers. That way, the novice conqueror will still get good cities but it will take a while for the less-than-optimal number of workers to develop the land, thus slowing them down on lower difficulties.I didn't think about the issue where a player might inherit less then optimal city locations. So it might make sense for even the "dumbest" of the AI designs to still make "pretty good" decisions. Not always perfect, but at least not really stupid city placement.
Heh. I don't think you're the intended audience for this patch, or even the game.My game setting is huge map, 18 civs, Deity, no city razing, raging barb, aggressive AI.
Fighters and bombers...
I saw a mention of this earlier in the thread and I wanted to echo it. My standard plan of attack for fighters/bombers is roughly as follows:...
Heh. I don't think you're the intended audience for this patch, or even the game.![]()
I was referring to the AI offering gpt for a player's resource. As you pointed out, the AI places a much higher value on resources than typical players do. The AI never offers gold for resources, and under the Improved AI rarely has spare gpt lying around.I think the AI doesn't trade resources for gtp because it believes that they are worth alot more. As such, it wont ask you for 2 gpt in exchange for giving pig or something. That is why they are ok with accepting the deal when you present it to them, and later upping it way up to 20 gpt for it later on in some cases. The AI places a high gpt value to it and as such (I think) never offers it.
The more and more I've been popping in worldbuilder and looking at the latest build, the more I think the current algorithm is a little wacked. The AI are consistently across the board putting city sites that are IMO too close. Perhaps it's my opinion that's out of whack.
Let me pose a question: Given unlimited space, it is good to always overlap by 2-3 tiles?
Wodan
The more and more I've been popping in worldbuilder and looking at the latest build, the more I think the current algorithm is a little wacked. The AI are consistently across the board putting city sites that are IMO too close. Perhaps it's my opinion that's out of whack.
Let me pose a question: Given unlimited space, it is good to always overlap by 2-3 tiles?
Wodan
A carrier load of bombers would be a heck of a surprise to a human player
It should be possible to get the AI to make this choice, right? Is the city-placement planned, or is it just a greedy-choice algorithm right now? I see situations all the time where the 'best' location for a city, with the highest overall FPC, is in the center of a stretch that I could put two cities in instead. When I can fit two in there, hit all the same 'valuable' tiles, and not have overlap, I almost always go that way. When I could fit two in but they'd overlap, I try and judge what the overall effect would be on the maintenance vs FPC (small cities cost more in maintenance, etc). In general, if I don't get at least 35% more FPC out of two cities than one on the same site, I just go with the one. That rarely happens in good terrain - it's more common in desert/mountain/snow type situations. I don't care about 'wasting' near-worthless tiles by only building one city instead of two, and if a couple good tiles end up as collateral damage, so to speak, so be it. Critically, I try never to take the 'best spot,' having decided to only put one city in, and then go back and squeeze a totally crippled second city around it after the fact. That's why I asked whether the AI currently plans multiple placements out beforehand or just takes the best choice at the moment the settler pops.You basically have to choose, do you want to waste some good tiles, or do you want to have some overlap.