Both times it was a city state ally that took the cities while my army was fighting the major civ.
I do sometimes get impressed when one AI unit sidesteps to allow another AI unit in range to attack, and so both units can ultimately attack. This actually seems more recent, but maybe I never noticed before.
Simultaneously, the people who act like it's egregiously game-breaking and endlessly whinge about it are typically exaggerating to reach their preordained conclusions or innermost desire to hate the game no matter what. You can see this same pattern here on the forums with other supposed pitfalls of the game's design.
I actually really like the game though I did stop playing vanilla solely because of the AI. I picked it back up with R&F and I'm enjoying the expansion but I still don't see much significant improvement with the AI.
It kind of boggles my mind that people are actually defending it. I mean come on - I've finished at least a few games with kill counts on my side in the hundreds where I have not lost a SINGLE UNIT.
Sounds like a self-fulfilling prophecy.I actually really like the game though I did stop playing vanilla solely because of the AI. I picked it back up with R&F and I'm enjoying the expansion but I still don't see much significant improvement with the AI.
It kind of boggles my mind that people are actually defending it. I mean come on - I've finished at least a few games with kill counts on my side in the hundreds where I have not lost a SINGLE UNIT.
Greater clarity on what the AI is trying to do. Some of the frustration is not understanding what the AI is trying to achieve at any given time. So we extrapolate to the AI what we think their objective should be, which may in some circumstances make their behaviour seem even odder. I'm not sure how best to implement this, but perhaps some linkage to the diplomacy system could give you some level of visibility on their strategic objectives during a war?
It's not really trying to do anything usually. There's only one real thing it has in terms of 'strategic objectives' and that is that it can send a group of units to a city.
Anything beyond that is just trying to patterns where there aren't any.
I'm shocked that in a game as long and complex as Civ 6 the developers would set up the AI to follow a single logic tree for all decisions without setting some overriding parameters to coordinate those individual decisions.
There's a tiny bit of that in the xml. Like a slightly higher preference for science if pursuing a science victory. But it's all very minimal and based on iffy conditions (it doesn't even have a higher desire to build units while invaded etc.). It's nowhere close to the level of intricacy that you describe, while the complexity you describe should honestly be some kind of minimal baseline. It's really no different on the small scale either, it just doesn't really have sophisticated behavior for any aspect of the game.
There's a reason that I'm one of the most vocal people on AI shortcomings while also probably being the most knowledgeable about the civ 6 AI outside of firaxis employees thanks to my work on AI+. From how much simple XML based changes do, and how predictable the bots are, I can tell just how little else there can be inside the internal codebase.
It's like they tried at all costs to move their entire AI system into xml for whatever reason (modability?), without stepping back and realizing that a couple of variables and connections is just never going to allow making an actually powerful AI. I imagine they kind of just gave up at some point because of how draining and time intensive it is to try to use xml to control a bot.
The only reason civ actually offers some challenge is because the game itself is set up so that it just kind of inevitably causes you to win through building random ****. Add bonuses, a bit of luck, and that players feel ideally challenged when winning 90% of the time against 8 opponents, and you've got yourself just enough illusion of AI competence to make some say it's all fine.