Building Requirements: Fix for the AI

Zechnophobe

Strategy Lich
Joined
Sep 1, 2006
Messages
1,867
Location
Goleta, California
So, been thinking recently about how the AI doesn't handle the building restrictions very intelligently. Turning the 'no requirements' option on over compensates most of the time, while not having it on, under compensates.

So, here's my thought: What if we removed the Building requirements for units, but make them Weak unless they have the required building?

For instance, axeman require Training yards now. New version, axemen are the same strength as warriors, but can use Iron + Weapons and have a city attack bonus. If you build them in a city with a Training yard, they gain the Strong Promotion (Or an equivalent).

For the higher end units, I would increase the cost of the unit, but make the previously required building give a % boost to producing the unit.

You'd have to special case some units/civs because they don't need a building like the others (Doviello, pyro zombies, etc) but this would give us a nice middle ground to play in. The AI wouldn't *need* to build those buildings, but would know better that they were important. etc etc.
 
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