Brainstorming: Weaknesses of the AI

The new buildings schould give Bonusses that the AI recognizes (at least some of them give +1 XP for some unit. So they should be built more often in 0.14 than they where built in 0.13).
 
Chandrasekhar said:
Yeah, but it would still be a military bonus, so I don't know if the AI would build it. Do they often build palisades and such? The +1 happiness for military state might work, but it might also be too specific.
I often see palisades in barbarian cities that have been around awhile.

- Niilo
 
vorshlumpf said:
I often see palisades in barbarian cities that have been around awhile.

Yeah, but I'm pretty sure that the barbarians give a much bigger weight to military buildings than the normal AI does. We'd probably need some sort of non-military bonus to go with each one. Maybe bonuses could be added, but then taken away with the SDK so that the AI is fooled into thinking that it's building an economic structure but is actually setting itself up to build some better units? Sounds messy, but hasn't it been done before?
 
Actually There is some code that checks if the AI can built a good unit in the town and if it can not it checks if it can built a better one with some building. Its just not yet included as we hope it works out with those small boni. If it does not then that code will get into some AI Patch for 0.15.
 
Ok two things I noticed in my last game:

- The AI build a work boat in a coastal city that was complete surrounded by ice. Maybe a check if boats can ever leave the city should be applied here.

- Automated workers should see new forests as forest, so that they don't take it down instantly after bloom (they did this while "automated workers leave forests" is on"
 
In my current game tasuke always summons law bringers and attacks me with them. As I am playing Bannor with the Order they always withdraw.

Maybe the Ai should check for their opponents aliegnment before they summon anything.
 
I thought I saw some quality AI behavior yesterday. Doviello declared on Banor (me) and that was not strategically brilliant, as I had a nice cadre of crack Guardsmen and Doviello was invading with Warriors and Hunters. So the war did not go exactly according to Doviello High Command plan. As I was consolodating and healing my army outside the walls of my last war objective, a nice fat rich 75% defense city sited on what was obviously Bannor soil, the clever AI behavior happened.

The scond half of the evil duo lying to me west, Svartalf - tied with Khazad for high score, only* non-adherent of Leaves on the continent (OO) and furious with Bannnor - jumped into the war. They backstabbed Doviello, yeah! Doviello had been bled white trying to defend that last city. The Black Elves didn't make the obvious move: attack the Good empire. They are trying to absorb the rump Doviello. Cunning Elves!

When I sued for peace, Doviello offered me one of their three memaining cities! It's garrison had been knocked down to 3 Warriors by sending reinforcements to my new city, so I guess the AI concluded (correctly) it could not hld te city against the Svart's Drown. I've had the AI agree to give up a city before, but rarely, I cannot recall them OFFERING the city in the opening negotiation, and always the city was some piece of junk in the hinterlands. But this was a prime city, stuffed full of buildings. So this was a bit out of my normal Civ experience, too.

I thought both events were great. One robust realm is a more intresting opponent than one robust realm + an Achillies' Heel of an ally. I thought I picked up in some thread that this sort of behavior is a goal of the AI coders. Doviellos city offer was unusual, and ratehr shrewd. Soo, I figured a :goodjob: confirmation post was in order. ;)

[Edit: I tell a lie...Khazad follows Runes. ]
 
Does the AI know how to fight a defensive war? For instance, does it keep its units home when attacked by a much more powerful empire, or (and this is my suspicion) does it send out extra units to be squashed?

It would be a nice touch if the AI would also help defend allies in war, though I doubt this would be easy to code. For instance, A and B is at war with C, but B is in between A and C. It would be useful for the alliance for A to shore up some of B's defenses along the A/B border with extra units.

Right now there is a diplomacy option to ask your war ally to concentrate attacks on a certain city. I don't even know if this does anything (haven't yet seen any obvious effect), but perhaps this can also be a request to help defend a city that is being targetted by the enemy (especially since the AI seems to have tunnel-vision when it comes to conquest).

- Niilo
 
Ok, I don't know if I can classify this is an AI problem, but it is a cheese strategy anyway, and it happens in vanilla too.

I'm the Tech leader on the game, A military force A declares war on me, arriving with full force on my borders, ready to crush my brilliant civ. I go and bribe, using techs, one of A neighbours to declare war to A. A then, withdraw completely from my borders to protect the other, opening for my invasion.

I think the AI should break the army in 2, not go full on one of the bordes.
 
I agree, though I feel this falls under the problem with fighting defensive wars. A declares war on B when A is superior. B gets C to join in the war, making A inferior. A should pull back troops to defend territory, waiting for a decent opportunity to strike into B's or C's lands (if ever). As it is, I think the AI will either continue with its invasion, send its invading troops to attack the new enemy, or a combination of the two - effectively depleting its army when it should be turtling.

- Niilo
 
the ai understands promotions somewhat on the offensive but not on defense(without the % odds to show effectiveness)
ie:the ai puts guerrila 1 comb 1 in cities not in hills, while keeping the city defense 1 archers in the hill cities.
can the ai be made to micromanage it's defense?
or at least put gerruilla archers on hills...
 
eerr said:
the ai understands promotions somewhat on the offensive but not on defense(without the % odds to show effectiveness)
ie:the ai puts guerrila 1 comb 1 in cities not in hills, while keeping the city defense 1 archers in the hill cities.
can the ai be made to micromanage it's defense?
or at least put gerruilla archers on hills...


The units we see in game, may in fact just be in transit to some place the computer thinks is necessary to garrison. If your on the verge of capturing a city, and there are units that receive bonuses in hills or forest squares in that city, it might be simply becuase its trying to garrison ANY units it can in that city. Units outside the city that are more for "city defense" might be going to or from another city, and you caught them in transit. Hard to know what the computer is doing when your not directly influencing the situation.

-Qes

EDIT: Eerr, i just now noticed you've Sheepzor in your signature. Good. I'm proud o' ya boy!
 
QES said:
The units we see in game, may in fact just be in transit to some place the computer thinks is necessary to garrison. If your on the verge of capturing a city, and there are units that receive bonuses in hills or forest squares in that city, it might be simply becuase its trying to garrison ANY units it can in that city. Units outside the city that are more for "city defense" might be going to or from another city, and you caught them in transit. Hard to know what the computer is doing when your not directly influencing the situation.

-Qes

EDIT: Eerr, i just now noticed you've Sheepzor in your signature. Good. I'm proud o' ya boy!
but having guerrilla 1 andcomb 1 on a hill and city def 1 in the flatlands city makes more sense...
 
eerr said:
but having guerrilla 1 andcomb 1 on a hill and city def 1 in the flatlands city makes more sense...

Eh, True. This is very true. Well I'll just hope that Chalid is doing well. Under his wants and wishes, the AI will crush players on "walk in the park" difficulty settings. So on my level of prince, I think chalid would only be content of the AI reached out of the screen and punched me.

I trust that this amung many issues will be resolved.
-Qes
 
Sorry if this has been mentioned.

But the AIs that hate Entropy mana should red-line it to aviod you gifting it to them. I did this once to make two AIs not as friendly towards each other.

Or just provide a penality for actually using the entropy mana, not just having access to it (e.g. giving spell casters the entropy promotion).
 
One of my recent games had an adept belonging to Sheaim cast Enchantment on my troops that were beseiging the Infernals. I'm assuming that right now the AI will just cast stuff when it's able to ("Oooh, look! The button is enabled, yay!"), but I'm sure that a true friend would not aid enemies in such a way (on a strict, Civ-tactical level and not a role-play level, of course).

- Niilo
 
With the new modifiers to desert (-25% def, 2MP cost) the AI seems to send adepts in desert tiles even less than before, which means that it basically fails to improve its desert areas even if it gets water magic. It looks like the AI is pretty crippled now when it starts in desert areas, even more than before :(
 
SchpailsMan said:
With the new modifiers to desert (-25% def, 2MP cost) the AI seems to send adepts in desert tiles even less than before, which means that it basically fails to improve its desert areas even if it gets water magic. It looks like the AI is pretty crippled now when it starts in desert areas, even more than before :(
i'm hoping that the dev team will finish the auto option that makes magic users automate node creation as well as spring and vitalize for 1.6
 
Back
Top Bottom