DeckerdJames
Warlord
- Joined
- Nov 1, 2019
- Messages
- 235
When you reload an earlier turn, the game engine knows and it allows the AI players from the earlier save game to inherit the knowledge that it had learned, so it remembers too. The fog of war comes back for AI players, just as it does for human players, for example, but it has some idea of what is in the fog of war if it had revealed them previously. AI players also know anyone's previous objectives for the turns to come, if they had witnessed those objectives. The AI remembers your objectives whether the objectives were "unit moves" or others done on the map or even in the diplomatic and trade screens. So, AI would remember you did need iron if you had bought it, for example. So if you has settled a city and then reloaded an earlier turn, the AI would be able to possibly preempt your moves too, so it might race you to that tile you settled and get there first.
Suppose that instead of always knowing or not knowing where units are located, it knows when it knows for sure, but it can also know when it knows of something's existence, but not where it exists. So every piece of intelligence matches something that it knows. If it think it knows a unit is in the fog of war, it places a intelligence item on the map in that tile. To visualize what I mean, imagine the AI is looking at the map and it sees ghostly transparent versions of all the units that it knows about but doesn't know for sure where they are. So if the fog of war were to be replaced, on the first turn it would know where a player's units are, or not know, depending on the order in which players take their turns. After all of the next round of moves are completed, an AI would have to replace the known units that were back under the cover of fog with the ghostly transparent versions that represent the intelligence an AI player possesses that those units still exists somewhere on the map. It would have to figure out where the units might be, depending on what it knows about the objectives of the civilization that owns those units. Then the AI player would move his own intelligence items (A.K.A ghost units) to the tiles where the AI decides they probably are.
Suppose that instead of always knowing or not knowing where units are located, it knows when it knows for sure, but it can also know when it knows of something's existence, but not where it exists. So every piece of intelligence matches something that it knows. If it think it knows a unit is in the fog of war, it places a intelligence item on the map in that tile. To visualize what I mean, imagine the AI is looking at the map and it sees ghostly transparent versions of all the units that it knows about but doesn't know for sure where they are. So if the fog of war were to be replaced, on the first turn it would know where a player's units are, or not know, depending on the order in which players take their turns. After all of the next round of moves are completed, an AI would have to replace the known units that were back under the cover of fog with the ghostly transparent versions that represent the intelligence an AI player possesses that those units still exists somewhere on the map. It would have to figure out where the units might be, depending on what it knows about the objectives of the civilization that owns those units. Then the AI player would move his own intelligence items (A.K.A ghost units) to the tiles where the AI decides they probably are.
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