Abraxis
☮
obviously notI'm obviously discussing
obviously notI'm obviously discussing
obviously not
Oh, so you edited your original post since this...
Maybe you should to, instead of just pinning the status of "obvious" to your statements like a royal seal, as though it carries any authority in lieu of actually saying something of substance or trying to get through to people.
As some others have commented it seems it is not a failure in the AI not knowing that a settler has to be escorted, but knowing what to do with plans changes. I've normally seen escorted settlers in open land, and even going unescorted could be logical in some situations (forward settling is a "race" game, and sometimes you need to take the risk to not escort your settler, if you know the zone is "safe").
Problem is, when AI loses this "race" (either you build a city first in the spot), or you just block the targetted spot with a unit, it does not know well what to do, therefore the settler remains "roaming" around as a 0-value asset (which, obviously, he is not). There should be a routine to "rebase" settlers that have lost its target, and reuse them if a new opportunity arises, that i think it is what is missing now.
It must be taken into account that, nevertheless, the AI takes a lot of risk with forward settling. One of my games last week, playing Egypt, I saw Brazil lossing one his escorted settlers to barbarians when trying to settle in my island/continent (yup, I got one for myself only in that game). The scort spearman was not able to survive continued attacks by barbarian cavalry (while my war chariot and spearman were just blocking "good settle spots" from them and watching they being attached). Finally, I was able to rescue the settlers from the heathen, and they founded Amarna instead of Sao Paoulo... Later in the game, for sumeria forward settler, I was not so lucky, and I had to declare war to kill the escort and "convince" again the settlers they would do better if the city they founded was Egyptian
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The hard part is coding an AI that plays the game (itself) like a human would, with the same limited scope, understanding, and reactions the user has
We don't have access to civ6 code but civ5 AI had no "memory"I can only half argue as I am half a programmer but I respect your view @Abraxis and the line above is quite telling, for example in the case of a settler moving
The AI needs to react correctly to the fog of war and so has no visibility of units we do not. I see strong evidence of this.
The issue then become memory and this I feel is where things get quite complex. Do you think they have programmed in a memory that they saw a knight unit at location X with unit Y 3 turns ago and now unit Z will not move that way with a settler because it is too risky?
Our minds remember things and make assumptions and risks based on memory. I do wonder how difficult it is to retain such a memory from an AI perspective and to react well based on such facts.
if you believe that improving the AI might significantly affect turn times? I am not sure if this has been discussed before.
I'm not a programmer, so let me just throw this idea out:
One of the reasons why turns get long - especially in the later game - has got to be the fact that the AI is rocking carpets of doom. Many units = many decisions to make/actions to perform.
A "smarter" AI that is more competent at warfare wouldn't have to rely on insanely huge armies, so wouldn't that alone mean that AI turns would go quicker overall?
E.
I'm not a programmer, so let me just throw this idea out:
One of the reasons why turns get long - especially in the later game - has got to be the fact that the AI is rocking carpets of doom. Many units = many decisions to make/actions to perform.
A "smarter" AI that is more competent at warfare wouldn't have to rely on insanely huge armies, so wouldn't that alone mean that AI turns would go quicker overall?
E.