Hi SIesta, thanks for replying!
Thanks for the detailed feedback in your post!
A lot of changes went into it. One of the biggest is solving a bug that made them not even start siege operations in lategame. On top of that I did some work to the behaviortree that makes them focus cities more, to operations to make them retreat less often, and to teams to make thm bring more appropriate siege support.
I am wondering what's driving the AI desire to a)create a group to attack city and b)actually attack city when it is surrounded
I see there are 4 parameters, which might be responsible for the operation moves:
a) min odds of success
b) initial strength advantage
c) ongoing strength advantage
d) priority
Do you know what these parameters are driving exactly and their ranges? I am trying to change them to make sure AI attacks cities if they reach it but sadly I don't see much impact.
Yeah both of these seem to result from in dll settling code bugs. The 3 tile one is mostly because they still count tiles that are already in someones territory as being worthwhile. The 1 tile river issue seems to be because the fresh water calculation looks at the fresh water availability of tiles on the first ring, instead of the actual spot. Not entirely sure on that one yet, but it would best explain what I've seen so far.
Yeah, I changed friendly city multiplier from -10 to 5 but it has only marginal impact when settling second city, after it AI again prefers 3 tiles distance, probably due to competition for the land. Changing it to higher values (+15) leads to crazy results when AI settles second city 15-20 tiles away from the capital =)
Yeah that point is rather awkward. The reason is pretty simple and hard to avoid though. On lower difficulty levels, the defending player will have significantly less troops. This makes relative differences in strengths bigger, so that they hit the condition of 'minimum odds of success' much quicker, and thus launch more attacks. I haven't found a good way yet to make this better on the higher difficulty levels.
On this point, I was wondering whether strategies "if strong" have too big numbers - I see that the last strategy "STRATEGY_AM_VERY_STRONG" needs 1,000 points (I assume that's the military score difference bw attacking and defending civs) and as I see this is the only strategy which values Zerg_rush operations. I have a feeling that I never saw these operations in the late game.
Agreed. Those information age cities are nearly impossible to conquer, and that doesn't seem very historical. If anything it became much easier during renaissance to take cities, rather than harder. I'm considering just removing the strength scaling based on population to make it a little more bearable, but it'll mean most cities have exactly the same strength.
Yeah, I changed parameter city_strength_per_pop to 1 but it doesn't create that much difference. Do you know how is the technology scaling factor named in the game? I scanned through global_parameters.xml but can't see any exact parameter named after city defence scaling.
Working on this one. Have you by any chance seen them actually build them in vanilla? I'm not sure yet if they even can. Same deal with nuclear weapons.
No, AI doesn't use them at all in vanilla game - makes me so frustrating when I think that basically 25%-30% of units is just not used by AI. AI only uses battering rams, even siege tower I never saw being used by AIs.
Also, AI doesn't build Forts/Airstrips/Missile silos.
Also got a bit more feedback on other things:
1. Shipbuilding
I noticed that AI normally doesn't build ships apart from navy civs (England/Norway) and some strange situations (not sure what they are, but mainly when AI is locked on small piece of land). I increased general desire to build ships by 200 and decreased desire for it for navycivs by 250 and after this change AI started building ships in relatively normal numbers. Sadly, there are currently no operations for "Naval assault".... is it possible to create this type of operations for ships (e.g. including 2-3 melee ships and 3 ranged ships and mb 1-2 melee land unit)?
2. Inquisitors
I am not sure whether the issue is in the mod or is it after winter patch but I started seeing AI building tons of inquisitors - I saw stack of 10-11(!) Sumerian inquisitors.... I have a suspicion that AI incorrectly defines this type of unit or has some weird preferences towards building it. Mb this is something to do with newly added code for religion picking.
3. Strange moves
Sometimes I see that AI grabs all its forces and move them to weird places, e.g. snow deserts in map ends. I have a suspicion that AI probably tries to create either massive escort for its settlers/workers or it tries to attack enemy city but the target is unreachable. The problem is that it takes ages for AI to dismiss this move and start behaving back normally. Even if it is DoWed by other civs, AI won't relocate its units quickly.
By the way, I noticed that defence operations are switched off in the code.... can we change to give AI a bit more ability to defend it? Because sometimes AI is about to lose its capital but it is careless about this fact because it is fighting another civ on the opposite end of his empire.