Dom Pedro II
Modder For Life
One of the problems with the AI is that it lacks a grand strategy. Rather than manage the military by finding units to do particular tasks, it has each unit look for something to do.
When a player goes to war with another player, they look to not only capture an enemy's cities but also to deprive the enemy the ability to resist conquest. The best way to do this is to remove their access to resources needed to train units. The AI will surely take advantage to pillage or air bomb sources of Iron, Oil, etc. if they happen to be in range, but there's no systematic effort by the AI to destroy the enemy's ability to field more units.
I would say that the AI should try to do several things in a systematic way: 1) bomb or pillage plots with important strategic resources, 2) capture cities that these resources are located around, 3) blockade ports to cut off overseas sources, and 4) rigorously pursue diplomacy to get players providing the enemy with resources to stop.
In addition to waging economic warfare, I think that we should consider adding the ability for the AI to use deception. In addition to a real target city, it would make sense to me for the AI to have a decoy city. When the enemy ships their defensive forces to the decoy, the AI will attack the real target. Of course, you don't want them to ALWAYS do this since then you'd know that the first city they move against is never the real target.
I also think that the AI doesn't know when to quit either. The AI doesn't really measure its capacity to continue fighting when weighing the value of peace. I've had games where the AI has run wild through my territory winning many early victories until I eventually started pushing back and took out their entire supply of Oil which meant it was going to be all downhill from there for them. But because they had all that early success, they were unwilling to throw in the towel and end the war (I was only looking for it to be over). Now, granted, real people in real wars sometimes have that problem too, but the AI doesn't even weigh the trouble its just gotten into when evaluating a peace deal.
When a player goes to war with another player, they look to not only capture an enemy's cities but also to deprive the enemy the ability to resist conquest. The best way to do this is to remove their access to resources needed to train units. The AI will surely take advantage to pillage or air bomb sources of Iron, Oil, etc. if they happen to be in range, but there's no systematic effort by the AI to destroy the enemy's ability to field more units.
I would say that the AI should try to do several things in a systematic way: 1) bomb or pillage plots with important strategic resources, 2) capture cities that these resources are located around, 3) blockade ports to cut off overseas sources, and 4) rigorously pursue diplomacy to get players providing the enemy with resources to stop.
In addition to waging economic warfare, I think that we should consider adding the ability for the AI to use deception. In addition to a real target city, it would make sense to me for the AI to have a decoy city. When the enemy ships their defensive forces to the decoy, the AI will attack the real target. Of course, you don't want them to ALWAYS do this since then you'd know that the first city they move against is never the real target.
I also think that the AI doesn't know when to quit either. The AI doesn't really measure its capacity to continue fighting when weighing the value of peace. I've had games where the AI has run wild through my territory winning many early victories until I eventually started pushing back and took out their entire supply of Oil which meant it was going to be all downhill from there for them. But because they had all that early success, they were unwilling to throw in the towel and end the war (I was only looking for it to be over). Now, granted, real people in real wars sometimes have that problem too, but the AI doesn't even weigh the trouble its just gotten into when evaluating a peace deal.