civ4-advciv-oracle-bug
Warlord
- Joined
- Jan 18, 2025
- Messages
- 129
i have provided a few examples of aberrant or inefficient AI decisions that i think are significant enough to consider improving.
I tried to provide the keypoint save file when the AI decision happens, sometimes it's in the span of many turns or i could not pinpoint exactly so i provide all my save files in the range instead. As the files are numberous (screenshots included too), i have provided them in an archive. The password to unzip it is "civ4advciv". Download link here: https://filebin.net/rd9yfus93oui4aes
A few details about the examples:
- example 1: this city spot is bold but a bit too far for willhem AI, plus it's full of jungle to the point it will not be profitable for a long time to settle there, i purposely left the spot after wanting it first as it was not worth it for me, city is easily capturable too so i waited for them to develop the land for me. solution : plant west and closer to their territory, harder to reach for me and more profitable for them, there is copper grassland for example and an expansion to the north
- example 2 : very silly planting spot, it happens in many examples below too, never plant on copper or iron, there is almost never a situation where it is better to do so, to the point i think it could be enforced as a general/global AI rule in all cases. Spot 1 is near but so much better, it's so silly. Favour planting on plains and desert when possible or locally faovurable too if not already implemented, to maximize better near tiles. Note that Vienne in this save file was very nicely planted so when i conquered it i was content to keep it as is
- example 3 : strangely you can vassalize babylon just this turn (later he retracts the possibility and was not available before), vassalize him in diplomacy, then next turn you can see babylon's research : civil service already available by gilgamesh. Would it not be more profitable to search a newer tech ? Or if no tech is worthwhile stop teching and invest in military? Gilgamesh is in bad terms with babylon if i remember correctly (they get invaded by gilgamesh later), but still then in order to win stop teching and up the military? If you vassalize babylon then gilgamesh does not invade them (due to total militay power being quite high). So to sum it up better tech decisions or decisions to not tech in order to survive.
-example 4 : planting very bad spot in comparison to spot 1 (!!!) or 2 or might be 3, 1 is much closer and land si so much better, the idea to plant on desert is cool but this land is not urgent, spot 1 should be highly prioritized to barrage me and take this very nice land.
- example 5 : the one i was talking about about planting very far when not needed (among others worse in vanilla bts but it's not the point i mean), Khmer plants Bantei so far away for little benefits, the ressources are cool but there's no way he can efficiently guard it, at worse he will just develop the land for them and i destroy the city later, else i am happy to make him go bankrupt by keeping this city alive which makes me lose interest due to too silly decision. AI may want to go to spots i have highlighted if he really wants a new city, spot 1 and 2 are not too bad for example among others, else just not plant and up the military maybe, i feel it's a waste of gold and potential to invest in such a far location, too greedy if a human were to do it i think but is just my opinion i mean, not efficient nor worth it. Also if he really wanted to plant there at least plant on the spice (one tile left) the location is so much better i think, still as the AI i would not have planted there, no way he can guard it or benefit from it early enough, but the losses are still constant per turn so really not worth it i think.
- example 6 : plant on a plain (or desert too in other situations) when possible not the hill, here the crab provides enough food to maximize production on both hills, plus there is more coast by choosing a more central plant on this mini island (instead of having a bunch of low value gold ocean tiles), really silly plant, no one is going to invade here to desperately need the plain too i mean..
- example 7 : i have provided all the time span due to not being able to pinpoint precisely what happens and when, after i discover scientific method in 1660 AD (starting point of files share here i mean) AI suddenly becomes much less competitive while it was keeping up with me so far, in 1826 AD they still not have discovered scientific method, not a single one, instead they seem to all research the same techs and never trade with each other, extremely inefficient. If i am ahead in tech they should plan with each other and spread the tech research then trade with each other, if they are in bad terms among them then focus on military, but all in all it seems very inefficient to me, i have conquered the contient so i have a (big) advantage as compared to them but still they could do so much better than this huge stagnation and multiple overriding researches to the point i lost interest to continue the save file, it could have been done much better but i dont know if advciv can implement changes to their algorithms or whatever logic they use i mean, would be nice if possible i mean.
- example 8 : very very weird???? AI has a settler ready in 2200 BC and can plant the very nice spot 1 i highlighted, instead they wait aimlessly with their settler for countless turns to the point its not even fun to play, i assume there are barabarians north or/and west so they wait to go there but it's so silly as the land is uncontestable (or would be a hassle for me to go there, essentially it's most likely to be their land anyway so push south. Maybe tweak the AI logic to favour pushing outside of their boundaries and then finishing later by going back to their uncontestable land, would provide much better early expansion for AI. If such a logic already exists maybe enforce it cause the behaviour of the AI is very very weird. A small note that i just kept skipping turn aimlessly to see if AI moves the settler but it doesnt... until a very long time maybe but i stopped looking i mean. In the actual game i planted spot 1 or close to it as soon as i got the settler. AI logic could be improved so much here i think.
- example 9.1 : again planting on hill copper when there is a much better location, WTH is wrong with the AI (no abd language intended but it's my reaction i mean..), spot 1 or 2 seem much better, there is crab so better maximize production right? also a more central positioin on island like lands is probably generally better, and again plains and deserts as they are generally bad tiles (i think), are most likely to be ebst (or least worse) planting locations unless there is an exception locally, generally do not plant on hills especially if there is no other player and that its a nice production tile and that there is enough food to accomodate it, it's a waste to have a bunch of plains instead. Even if AI didnt know there is copper yet (but i think they know in advance??) still as a general rule do not plant on hills unless there is no benefit to do otherwise, or militarily close to other people or something i would say, rule may be less severely enforced if ti's a desert hill maybe. I may be mistaken abotut is idea/suggestion but it's how i see it i mean and how AI could improve its logic here i mean.
- example 9.2 : why plant kwa city when green spots 1 2 3 or 4 seem so much better in this position i mean, kwa will not be urgently taken and even though there is iron there as i later learn, i think shaka already has iron, even if not i have more urgent spots to plant i mean so there's no way i'll screw my ecenomy and rush there, shaka should also go west in green spots i mentionned, spot 4 could threaten my development and i am not sure it's worth the risk for shaka, but if he has higher military it may be worth it for him i dont know, in all cases go to kwa later maybe if really want but not urgently and focus on keeping a compact landmass of connected troops maybe or something, is jsut my idea of sugegstion of improvement.
What seems most urgent to improve is to not plant on production ressources (food too maybe) unless there is a major advantage (which mroe often than not means it's not worth it i think i mean), but instead plant near them, plus the other suggestions i mentionned of prioritizing plains and desert (further if already existing), possibly closer planting too even if there is overlap as cities dont grow too big especially early and if the land is small having another small city may help, do ot go at the other end of the world for an undefendable land, you'll just make yourself weaker or the enemy stronger when he destroys the city with nice land later, plus your military is split and the economy. Tech trading too may be more cooperative among other AIs especially if they are behind, i think it would be more human like and really interesting, at any rate they would be losing if they keep their strict policies so cooperating (alterning tech searches and trding more largely maybe i mean), would be nice amongst themsleves i mean or another idea like up the military or something. Another thing in these save files is that AI is a bit too indifferent to ongoing wars, i think AI could put more strain on in war players regradless of if they are human or AI, instead of patiently waiting until the war ends and the winner gets stronger, possibly by doing military alliances if they are individually too weak and simultaneous war declaratons. It would be more realistic and challenging too, making the consideration to go to war bigger and the game more serious/harder/interesting to consider strategic decisions i mean.
If you have feedback on these i would like to hear, advciv is quite cool i mean, but i mean it would be nice if AI could be even better i mean, maybe some small fices could make Ai more challenging.
Thanks,
edit: fixed download link
I tried to provide the keypoint save file when the AI decision happens, sometimes it's in the span of many turns or i could not pinpoint exactly so i provide all my save files in the range instead. As the files are numberous (screenshots included too), i have provided them in an archive. The password to unzip it is "civ4advciv". Download link here: https://filebin.net/rd9yfus93oui4aes
A few details about the examples:
- example 1: this city spot is bold but a bit too far for willhem AI, plus it's full of jungle to the point it will not be profitable for a long time to settle there, i purposely left the spot after wanting it first as it was not worth it for me, city is easily capturable too so i waited for them to develop the land for me. solution : plant west and closer to their territory, harder to reach for me and more profitable for them, there is copper grassland for example and an expansion to the north
- example 2 : very silly planting spot, it happens in many examples below too, never plant on copper or iron, there is almost never a situation where it is better to do so, to the point i think it could be enforced as a general/global AI rule in all cases. Spot 1 is near but so much better, it's so silly. Favour planting on plains and desert when possible or locally faovurable too if not already implemented, to maximize better near tiles. Note that Vienne in this save file was very nicely planted so when i conquered it i was content to keep it as is
- example 3 : strangely you can vassalize babylon just this turn (later he retracts the possibility and was not available before), vassalize him in diplomacy, then next turn you can see babylon's research : civil service already available by gilgamesh. Would it not be more profitable to search a newer tech ? Or if no tech is worthwhile stop teching and invest in military? Gilgamesh is in bad terms with babylon if i remember correctly (they get invaded by gilgamesh later), but still then in order to win stop teching and up the military? If you vassalize babylon then gilgamesh does not invade them (due to total militay power being quite high). So to sum it up better tech decisions or decisions to not tech in order to survive.
-example 4 : planting very bad spot in comparison to spot 1 (!!!) or 2 or might be 3, 1 is much closer and land si so much better, the idea to plant on desert is cool but this land is not urgent, spot 1 should be highly prioritized to barrage me and take this very nice land.
- example 5 : the one i was talking about about planting very far when not needed (among others worse in vanilla bts but it's not the point i mean), Khmer plants Bantei so far away for little benefits, the ressources are cool but there's no way he can efficiently guard it, at worse he will just develop the land for them and i destroy the city later, else i am happy to make him go bankrupt by keeping this city alive which makes me lose interest due to too silly decision. AI may want to go to spots i have highlighted if he really wants a new city, spot 1 and 2 are not too bad for example among others, else just not plant and up the military maybe, i feel it's a waste of gold and potential to invest in such a far location, too greedy if a human were to do it i think but is just my opinion i mean, not efficient nor worth it. Also if he really wanted to plant there at least plant on the spice (one tile left) the location is so much better i think, still as the AI i would not have planted there, no way he can guard it or benefit from it early enough, but the losses are still constant per turn so really not worth it i think.
- example 6 : plant on a plain (or desert too in other situations) when possible not the hill, here the crab provides enough food to maximize production on both hills, plus there is more coast by choosing a more central plant on this mini island (instead of having a bunch of low value gold ocean tiles), really silly plant, no one is going to invade here to desperately need the plain too i mean..
- example 7 : i have provided all the time span due to not being able to pinpoint precisely what happens and when, after i discover scientific method in 1660 AD (starting point of files share here i mean) AI suddenly becomes much less competitive while it was keeping up with me so far, in 1826 AD they still not have discovered scientific method, not a single one, instead they seem to all research the same techs and never trade with each other, extremely inefficient. If i am ahead in tech they should plan with each other and spread the tech research then trade with each other, if they are in bad terms among them then focus on military, but all in all it seems very inefficient to me, i have conquered the contient so i have a (big) advantage as compared to them but still they could do so much better than this huge stagnation and multiple overriding researches to the point i lost interest to continue the save file, it could have been done much better but i dont know if advciv can implement changes to their algorithms or whatever logic they use i mean, would be nice if possible i mean.
- example 8 : very very weird???? AI has a settler ready in 2200 BC and can plant the very nice spot 1 i highlighted, instead they wait aimlessly with their settler for countless turns to the point its not even fun to play, i assume there are barabarians north or/and west so they wait to go there but it's so silly as the land is uncontestable (or would be a hassle for me to go there, essentially it's most likely to be their land anyway so push south. Maybe tweak the AI logic to favour pushing outside of their boundaries and then finishing later by going back to their uncontestable land, would provide much better early expansion for AI. If such a logic already exists maybe enforce it cause the behaviour of the AI is very very weird. A small note that i just kept skipping turn aimlessly to see if AI moves the settler but it doesnt... until a very long time maybe but i stopped looking i mean. In the actual game i planted spot 1 or close to it as soon as i got the settler. AI logic could be improved so much here i think.
- example 9.1 : again planting on hill copper when there is a much better location, WTH is wrong with the AI (no abd language intended but it's my reaction i mean..), spot 1 or 2 seem much better, there is crab so better maximize production right? also a more central positioin on island like lands is probably generally better, and again plains and deserts as they are generally bad tiles (i think), are most likely to be ebst (or least worse) planting locations unless there is an exception locally, generally do not plant on hills especially if there is no other player and that its a nice production tile and that there is enough food to accomodate it, it's a waste to have a bunch of plains instead. Even if AI didnt know there is copper yet (but i think they know in advance??) still as a general rule do not plant on hills unless there is no benefit to do otherwise, or militarily close to other people or something i would say, rule may be less severely enforced if ti's a desert hill maybe. I may be mistaken abotut is idea/suggestion but it's how i see it i mean and how AI could improve its logic here i mean.
- example 9.2 : why plant kwa city when green spots 1 2 3 or 4 seem so much better in this position i mean, kwa will not be urgently taken and even though there is iron there as i later learn, i think shaka already has iron, even if not i have more urgent spots to plant i mean so there's no way i'll screw my ecenomy and rush there, shaka should also go west in green spots i mentionned, spot 4 could threaten my development and i am not sure it's worth the risk for shaka, but if he has higher military it may be worth it for him i dont know, in all cases go to kwa later maybe if really want but not urgently and focus on keeping a compact landmass of connected troops maybe or something, is jsut my idea of sugegstion of improvement.
What seems most urgent to improve is to not plant on production ressources (food too maybe) unless there is a major advantage (which mroe often than not means it's not worth it i think i mean), but instead plant near them, plus the other suggestions i mentionned of prioritizing plains and desert (further if already existing), possibly closer planting too even if there is overlap as cities dont grow too big especially early and if the land is small having another small city may help, do ot go at the other end of the world for an undefendable land, you'll just make yourself weaker or the enemy stronger when he destroys the city with nice land later, plus your military is split and the economy. Tech trading too may be more cooperative among other AIs especially if they are behind, i think it would be more human like and really interesting, at any rate they would be losing if they keep their strict policies so cooperating (alterning tech searches and trding more largely maybe i mean), would be nice amongst themsleves i mean or another idea like up the military or something. Another thing in these save files is that AI is a bit too indifferent to ongoing wars, i think AI could put more strain on in war players regradless of if they are human or AI, instead of patiently waiting until the war ends and the winner gets stronger, possibly by doing military alliances if they are individually too weak and simultaneous war declaratons. It would be more realistic and challenging too, making the consideration to go to war bigger and the game more serious/harder/interesting to consider strategic decisions i mean.
If you have feedback on these i would like to hear, advciv is quite cool i mean, but i mean it would be nice if AI could be even better i mean, maybe some small fices could make Ai more challenging.
Thanks,
edit: fixed download link
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