Trias
Donkey with three behinds
- Joined
- Oct 1, 2008
- Messages
- 594
I think this is a compromise in the rationality of the AI algorithms to avoid the situation where all AIs pounce on the game leader (often the human player). So, instead they limit this behaviour to AIs (that think that they are) going after the same victory condition.Only to an extent. Why is my being their main rival with respect to win method A more of a valid motivator than my being close to victory by method B? In general it is rational to avoid trades with a player who is close to victory. However, the modifier comes into play long before anyone is close to victory.
Also avoiding trading with a player only when he is already near a victory typically is too late. I therefore makes sense to start to frustrate your nearest rival the moment you identify him.
If I have to guess the following thing is happening: The AI identifies its preferred expansion locations, if any of these fall in another players territory it will get a "covet lands" attitude modifier. So far so good. The problem here is that these locations can be a bit erratic, as anybody that has view a civ4 game in debug mode has witnessed. (This probably somewhat necessary in order for the AI to be able to deal with no standard map types.) As a result the modifier triggers in situations that seem some what irrational to human player.The answer is yes, I have. However, it usually is a result of the AI being so close to me that I am able to warrior rush them before they can stop me. I wouldn't be concerned or confused with the modifiers [being discussed] if this was the situation for the AI. If there is a civ between myself and the civ that is coveting my land, then your explanation is moot. The civ should covet the land between us before coveting my land (and providing early troubles with diplomacy for both of us).
If my guess is correct, the proper way to fix this is to improve the algorithm the determines where the AI wants to expand, not removing the modifier against players that are "in the way".
Many players (and all the AIs) have a victory condition they are working towards from the start of the game. It is therefore reasonable for the AI to assume that other players have such a goal. Even if they don't it can still make an educated guess based on the progress of the game, what victory condition you are most likely to go for.There is absolutely no excuse for receiving a penalty for "trying to win the game the same" before any victory condition is being worked towards. I cannot comprehend how this is acceptable. Sure you can excuse it or make excuses for it, but in the end, it is simply ridiculous. If you want to have guaranteed bad relations with at least 1 civ from the start, then have a modifier "We just don't like you" and be honest about it. Since there is no such modifier, I must assume that the "winning the game the same" is broken.
I don't quite get what you don't understand about it being reasonable for the AI not to be nice to the players that it views as its primary rivals. (most humans do this as well) See my response to gemist above as to why I think that the AI applies this only to players competing for the same goal.
Understanding what you say, and agreeing for the most part, I must disagree with your evaluation of my suggestions. Changing the "winning the game the same" mechanic and the "covet your lands (prior to having more than 2 border pops)" isn't "straightjacketing" the AI game mechanic, it's fixing a broken one.
This is exactly the problem I have with your appoach to fixing problems with the AI, the fact that you treat it as a game mechanic rather than AI decision making. (I think we both agree that somethings need fixing/improving, but we disagree on what should be fixed).
On this I completely agree.Yes. There is very little (long term) reason for players to cooperate. So there should be a reason. There needs to be a mechanic built in that encourages building long term relations with the intention of taking part in a victory. I would gladly accept a permanent alliance with a militarily strong civ and share the victory spoils if it means I can win my Culture victory without having to build an army for those final desperation DoW.
It isn't natural for the human player to backstab in this game unless they plan on domination or are so far ahead militarily/victory condition-wise that they aren't worried about diplomacy. A backstab garners a pretty big hit diplomatically with the whole world (as it should). If I'm playing domination, you bet there will be backstabs since it is impossible to win a domination game without DoW (or at least going to war) on everyone including your friends. But not every game in domination. In fact, far less games are won by domination in Civ5 than in Civ4 (at least in my games)... and my strategies were generally those of a warmonger.
You are correct, good players will manipulate their target in DoWing instead of DoWing themselves. Conclusion remains the same, the typical human player will not hesitate to screw the AI over in anyway it can (get away with). It is therefore natural for the AI to be somewhat cautious of other players.