Well, I think that this very thread is a good thing to do. We may not be the majority, but we certainly are interested and are, as a whole, probably more knowledgeable and invested in the game than the majority. If what Ed Beach said is true about following this and other forums, and listening to them, and there has been some evidence to that, then let's keep the conversation going. [snipped].
I agree, I think this is a good thing to do and I hope that Ed and others read and react appropriately.
Would I love an AI that is "human-like" on the higher levels -- absolutely, but I think that is unrealistic at present. And probably in my lifetime.
However, there is a lot missing in the current iteration of the AI that I believe could be addressed without significant overhaul. And would make 80%/90% of the issues we have with the AI go away. I'm only going to focus on diplomatic/war/tactical behavior, and not some of the other systems. All of these observations are in a current deity game I have going right now as the Khmer, playing a religious game against Poland, Russia, Macedon, Germany, Egypt, Nubia and Rome. Science victory turned off.
1. AI diplomatic and "declaration of war" behavior not aligned to agenda and my actions. I have Rome and Germany to the south of me, Egypt to the west on a shared continent, and Nubia with a toehold to my northeast. I'm slowly rolling over Egypt --- and outside of denunciations, no declaration of war from Germany or Rome. At deity, I should have expected one of two things:
a. Germany and/or Rome JOIN in on the carving up of Egypt (keeping me from totally snowballing)
b. Germany and/or Rome use this as an opportunity to attack me (both have superior weapons tech to me, and would create serious problems for me)
In addition, both Nubia and Macedon could surprise attack me and create havoc, but haven't (and won't) -- although I have been denounced by both.
Because of the AI, I am not afraid of a declaration of war from either and as such, have a "free hand" against Egypt. Even the -threat- of one of the other powers declaring war (much less doing it), would cause me to have to maintain troops back and likely not be able to steamroll Egypt and ultimately snowball to a victory.
I'm hoping that the "emergency" feature that gets implemented with R&F will help with this and at least cause the AI to take some actions to help the snowballing. And I hope it is more than just a number of pre-defined events (use of nuke, take over of holy city) but identification of a snowballing civ and ability to counteract)
2. Air and naval -- Good that the AI is building both, but they aren't using both. In my current war against Egypt, without any air units of my own, their jet fighters sat idle while I kept pounding walls with my artillery supported by observation balloons. Also, I don't think I have ever seen the AI use an observation balloon, and the destroyers that could have hit back at my artillery never bothered shooting at it (or moving for that matter). Had Egypt used her fighters, it is likely I would not have been able to take their cities.
I will say that naval tactics in the ocean are a bit better, but still could be improved.
3. Attacking out of a walled city or encampent to an adjacent unit -- AI is still not doing this -- and passes on an excellent opportunity to severely damage a surrounding unit. AI hasn't realized that attacking out of an encampment or walled city essentially is a free shot as it cannot be hit back (unless the city is taken). AI is still afraid to attack out.
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I'm hoping that the new loyalty, emergency and governor mechanics will ASSIST the AI vs. further crippling it. From the two playthroughs so far, we have seen minimal AI tactical and strategic depth, so it is too early to tell. I do think that if these mechanics further cripple the AI, it will be hard for the series to recover -- but if they strengthen the AI or at least balance the player, it will be a huge success.
However, a few other suggestions (that are more macro in nature).
1. Difficultly levels should not just be based on providing AI "bonuses" but also address types of behavior vis-à-vis agenda. For example, on Prince or King, leaders should play to their agenda(s) in a very consistent way. But on higher difficulty level, the faster you go against a leader's agenda, the more likely it is they will react much more strongly. And potentially unpredictably as well.
2. AI Tech tree beelining -- I'm concerned about how this will play out on the higher difficulty levels with the golden/dark ages. This has to get addressed. I could add in the speed by which the tech tree is played out, and the need for intermediate units inside of the tree, but this is generally addressed through mods.
3. In Civ 4, I always believed that I was fighting everyone else....and early in Civ 5 the same thing. Somehow, the AI needs to get back to this -- fight each other, but also present a more "unified" front against the human player. In the long run, this will help with replayability. Again, maybe this is a setting based on difficulty level.
4. Hopefully the warmonger penalty will be further tweaked down. At the moment, wars are so infrequent once you hit renaissance, and that is not realistic.
Just my $.02 I'm very optimistic about the systems in R&F.....I just hope that we get a good rollout with it.