First off, one of the things I love about this forum is that a thread which begins as a flaming bad mood rant can turn into a civilized (haha) and thoughtful discussion of how to make things better.
So, thank you to all of you! It's this kind of attitude and community which enables modding to flourish (that, and all the power Firaxis has given us!).
My other broad comment is that the mod title is Better AI, not Great AI ... it's an ongoing process, and while the AI is certainly making much better decisions in a large number of circumstances (IMO), Civ is a complex game and these decisions can add up to produce larger behavior or in game experiences which aren't intended. Finding places to tweak the actions of the AI is the easy part, tying them all together into a coherent and balanced whole is the real challenge. This is where reports from you guys playing with the new AI and the kinds of big picture discussions which comes out of it are huge, without this feedback the mod would not have made it this far and could not continue to get better in the future.
It's nice though when the thoughtful discussions start up without the initial flaming
In my view, there are several components which have added up to the observed behavior:
- Once an AI decides to go to war, it will now pour a ton of resources into building units.
- Improvements to the AI's handling of its economy and production allows it to produce and afford increasingly huge numbers of units (where to the AI, afford loosely means having the science slider at 40-50%).
- As in BtS, the AI waits for sometimes 20-30 turns before actually declaring war.
- When an AI is declared upon by a much stronger power, it will now pump out units like there is no tomorrow to try to stay alive (with no regard for whether it can afford them long term ...).
The war declaration decisions are basically the same as when Blake modified them for Warlords/BtS. My impression is Blake had a rather war-monger centered approach, out of a combination of personal preference and addressing the biggest flaw with the AI at that point (the vanilla and Warlords AI was not much of a threat ...).
So, it seems to me the issue is that this series of changes intended to make the AI better in war has produced some unintended side effects, creating an AI that is too trigger happy and cannot properly weigh the threat of getting left behind in tech against the potential gains from war.
This is such a fascinating discussion going on here that I could not help myself butting in.
To bring things into perspective, the problem put forward is that of technologically backward AIs mounting feeble and often vain assaults on enemy cities with masses of weaker units.
I believe we have reached a consensus that we can better evaluate a civilization's power ( i'll call it CivPower for short) by recalculating a units power to be iPower^1.3 (or higher exponent) and factoring in the civilizations production capabilities, separating land and sea iPowers as well as some other factors.
But we also agreed that a proper CivPower calculation will only exacerbate the problem as the weak civilization will amass a greater army of weak units, ruining it's economy even more.
So what is then, the solution to the initial problem?
What would we do in the weak civilization's place?
-Cease military production and concentrate on economy and research and offer the most powerful civilizations to be their vassal
-Try to get another civilization with an adequate army to go to war with the enemy in mind
-Offer to be the vassal of a civilization who is most likely to go to war with the common enemy
-Offer the most powerful civilizations to be their vassal if they declare war on enemy (not sure if that is a valid trade)
-Defense Pacts and focus on economy/research
Unfortunately all the above proposed solutions involve diplomacy.
I'd also like to point out an additional consequence. Won't the new CivPower calculation result in technologically advanced civs fielding smaller armies against backward civs?
Yes, I think this is a pretty good summary of the power calculation discussion so far. Improving the power calculation both for units and including a stronger economy/tech component in some places will keep weak civs from starting plans to invade stronger civs. As a result, these weaker/backwards civs will (if someone else doesn't pick on them ...) put more emphasis on buildings and other infrastructure, which will help them in the long run.
The next question is what to do with civs who are in a war. One of the new features in BBAI is that an AI that is being invaded by much more powerful players will pump out units to defend itself. Aside from this new feature, relative power has no direct effect on unit production decisions (!). This is a fairly new feature, so it may be catching a wider swath of situations than it was intended too and probably needs some adjustment.
The main throttle on unit production in war is frankly how fast the AI can build them and how many it feels it can afford to have. An AI in a long, protracted war will pump out units until it can't afford any more ... if it hopes to break the back of a powerful opponent, then this is the only strategy that works. However, this is also the only strategy the AI uses now, it won't back off on unit over production if it's creaming some tiny civ or engaged in a limited war. Once the war is over, the AI can be stuck with an enormous army it doesn't really have a use for. By the time it picks another target, its army may be obsolete. So, now that we know the AI can pump out huge stacks of units when it needs to, it's time to teach it to better use the ability.
(I hope that also answers your last question, a technologically advanced civ will still pump out tons of Modern Armor to take out a stone age neighbor)
The final aspect you bring up is what a civ that's feeling threatened should do in diplomacy ... this is another important tack which I haven't had time to look into yet.
^^Do you mean the AI using more the AI_STRATEGY_DAGGER, that doesn't require a "hands full" period ?
The use of Dagger dries up by the Renaissance, it was intended as an early game rush (hence the stabbing name) mechanic when Blake first introduced it but then seemed to morph into something bigger along the way. There were a couple other war strategy flags he created which were never implemented as they were either subsumed into Dagger or he just didn't get to it.
Anyway, I've done a little on the build-up period front already, cutting it in half for powerful civs ... this could probably be expanded.