A new way to acertain pointy stick power?

vra379971

Deity
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Jan 2, 2003
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As we all know, the AI's inability to 'read' a situation military-wise is legendary (and poor). They ask for cities and half your treasury when far far far from you. They invade you with men toting bows when you have machine guns on their border (or worse).

While we all say the AI is smart or dumb, we know that neither is true - they just act as coded. So, I wanted to propose the following:

When an AI makes decisions about power, it make them on purely unit total plus city defense basis. However, we make our decisions based on both our personal military skill, our ability to successfully threaten our target and the promotions our army/navy has. The AI should do the same.

So, the military power number for each civ should be given a negative modifier for each unit not of the current age. So, any triremes in the modern age would basically not show up in your military score.

Secondly, win loss ratios should be rated highly. If the Mayans are equal in power to me now, with up to date troops and what not, but in past wars they lost 10 units to every 1 I did, they should need a far higher power rating to feel confident taking me on. So should everyone else.

In sum, there should be less wars for those who keep an updated military and have fought well, as the new pointy stick graph will use a human frame.

As for peace deals, there really should be a clause in there that bars city demands/lots of money unless the enemy is actively threatening (as in massively overmatched, city in red) an important city (or allied city state).

Thoughts?
 
What if you have no DoF's and they do? What if they have more CS allies? What if they just hate you so badly they can't see straight? What if you've cornered them and their only options for expansion are inconvenient distant colonies? What if they're being paid? What if it's just in their personality to just be psychotic like Dido or Monte?
 
What if you have no DoF's and they do? What if they have more CS allies? What if they just hate you so badly they can't see straight? What if you've cornered them and their only options for expansion are inconvenient distant colonies? What if they're being paid? What if it's just in their personality to just be psychotic like Dido or Monte?

All good points. Except as far as I know, those are already accounted for :P
 
So you feel these shouldn't be counted and only military size, locality and attrition values should matter?

No. But locality, attrition and skill need to be added to create a figure that better reflects true power.

Well, shouldn't they? :crazyeye:

What non-rifle toting infantry units should they use instead?

Was referring to riflemen, so, well, perhaps they should be using infantry to which would be 70 to 60, as opposed to 34. :goodjob:

Point being that the AI needs to add to its conception of military power beyond simply numbers of units. So I wanted to see if coders and the community saw this as a solution. Thoughts? :)
 
No. But locality, attrition and skill need to be added to create a figure that better reflects true power.

I think they are. I know for a fact they matter when bullying a city state. I've seen opponents, when my military is committed elsewhere, be aggressive when they wouldn't dare otherwise.

Also since it hasn't been mentioned much, I'm relatively certain the AI considers city defensive strength, promotions and UUs/UAs.
 
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