AI suggestions

Yes these are new and probably OP, I have hunters with over 200 XP running around. There are no XML tags for this feature so it needs to be python atm. In realty they should only be considered one or two promotions before you get your last promotion from combat with barbarian animals and units.

In my latest SVN game I noticed that hunters were staying in the AI cities leaving all the animals for me. This probably means I need to tweak the hunter line stats.

No, it means there is an AI bugbof some sort. The AI builds hunters explicitly and once built as a hunter a unit won't decide to go do something else und normal circumstances, so the implication is at they are not being built for that purpose at all for some reason.
 
Yes it has. The AI is significantly imoproved since v22.1. If you have start-as-minors even more so

Ok, I have the latest SVN version now and it's not made any difference to the AI sending units outside its borders. Still massive stacks firmly stationed within their borders. Not sure if they are researching herbalism or not though? That's with start as minors as well.
 
Ok, I have the latest SVN version now and it's not made any difference to the AI sending units outside its borders. Still massive stacks firmly stationed within their borders. Not sure if they are researching herbalism or not though? That's with start as minors as well.

Once it gets into that situation it's basically stuck. The fixes avoid it getting into that situation in the first place, but obviously upgrading part way through a game the don't help you much.
 
Yeh, it's pretty bad at that (and it'll make the top of my list sometime soonish I hope). Part fo teh fix is something like what you suggest. A while ago I added a mechanism for units to request help from other units (that's how workers get escorts when they fel they need them for example), so it can b leveraged here too.

In regard to the specific situation in your save, a few observations:

1) The Persians don't currently have visibility on the tile the Tibetan attack stack is in, so they haven't spotted it yet (by the time they do it'll be too late)

2) The stack to the right of Susa is an attack stack not a defensive one (the AI doesn't switch readily between the two roles, especially from attack to defense) and is targeting your city of Pliska. It does have visibility on Pliska (through espionage I guess?) and knows what you have in it. As such it calculates its attack stack is not yet up to the job so it's holding ground pendign further build up.

Obviously there are a number of things that can be improved here (in principal ayway):
  • Better AI deployment of scouts to have early warning visibility on nearby territory
  • Easier role switching from attack back to defense when they realise it's needed
  • Better deployment of defensive troops between cities, favouring those nearer borders

I plan to address all of these, but it's not low hanging fruit, so it'll be a while.

Thanks for the reply. I realise that it's very easy for someone like me sitting here to find problems and make suggestions and not so easy for someone like you to actually find and implement ways of improving the game. :D
 
Once it gets into that situation it's basically stuck. The fixes avoid it getting into that situation in the first place, but obviously upgrading part way through a game the don't help you much.

It's a new game? Something's not right as I usually feel like the AI is over exploring, but sinve v22 that's just not happened? Still loads of migratory herds too. :(
 
It's a new game? Something's not right as I usually feel like the AI is over exploring, but sinve v22 that's just not happened? Still loads of migratory herds too. :(

If it's a new game that was started under the latest (or last few days) SVN and you're seeing this, then post the save together with some commentary on which AIs you particularly see not doing much and I can take a look at what they are doing and why.

I'm also going to enable BBAI logging in the regular build (when you have logging on) so that everyone can generate AI logs while playing and both look at them if curious, or provide them as a starrting point.
 
I've been noticing that the AI doesn't seem to know what to do with captured Warlord units. What does the AI think it's doing with them? I see many Great Chiefs/Captains hanging around AI cities and eventually get captured by me. I like to hang onto them until I can upgrade them to at least Great Colonel, which is the first captured Warlord that can be settled for +2 XP/unit, then settle them en masse to make a super-military production city.
 
I have another AI question. I posted my AD 300 Save Game here: http://forums.civfanatics.com/showpost.php?p=11488947&postcount=6015. I am getting "Will Capitulate: Julius Caesar" messages from the alerts, but he will not capitulate if I offer it. I am trying to find a way to get rid of him - "Require Complete Kills" is on, and his only remaining unit is a Great Spy in the city of Havasupai. I am hoping I can use a capitulation to eventually force him to surrender.

Is there something wrong with the "Will Capitulate" messages? Or can Great Spies be caught by other Espionage units?
 
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