I had no idea Vox Populi was for Civ 6.Hence the fallacy. I strongly question that assumption, based partially in my own knowledge, but also in the clear (yes, repetitive) example of Vox Populi.
I had no idea Vox Populi was for Civ 6.Hence the fallacy. I strongly question that assumption, based partially in my own knowledge, but also in the clear (yes, repetitive) example of Vox Populi.
I had no idea Vox Populi was for Civ 6.
I had no idea Vox Populi was for Civ 6.
This is extremely disappointing. I stopped playing after a 100 turn game in Civ 6 rise and fall. The AI in RF was not only stupid but also annoying as hell. I mean even if my city is surrounded by AI, it would still prefer to being bombarded by the city every turn than to attack the city. After this pathetic display I uninstalled the game.
To be clear: I am not talking about human intellect level AI, just a human mimicking AI would be sufficient for this game (eg Vox Populi). I love this game and Im only writing this so that AI situation may be improved. You might love this game for its other features but Im specifically talking about AI. Ive played the game on emperor and am not one of those diety level players
I was hopeful when the developers said in one of their streams that there is something for everyone in GS including AI improvement. But after reading what people have to say about GS I cant even gather the strength to start another game of GS.
This is truly sad. This is a game which i love and have loved since CIV III. Why are you hell bent on destroying this game? I can barely stomach the CLASH OF CLANS styled art but the AI is what is killing the game for me. To all the people saying play multiplayer if you dont like the AI, I dont have any friends playing this game and I dont have the time to play online with other people.
To me and a lot of people here strong AI was the only real attraction in CIV 6. How hard is it to program at least a logical AI. If you got a city surrounded: do kamikaze attack and capture the city to prevent bombardment. The enemy is making cavalry, make anti cav, bombardment units to counter melee, anti air for air unit. How hard is to program a BASIC ROCK, PAPER, SCISSOR AI. Even after 2 expansions the game is garbage. The science and diplomatic victory seem so hollow. If I see an AI about to achieve science victory I would rather destroy each and everyone of my units in kamikaze attacks than to let that happen. So why cant the AI be programmed to do that.
I dont even want to start on air unit and naval unit bugs. Ill only say this With 4 bombardment air units and naval units you can take any coastal city in 5 turns max. Air and Naval Fleets is a concept completely alien to CIV 6 AI.
I cant help but feel extremely bitter and depressed with the direction CIV series is going. It seems that CIV games are now being directed towards a much younger clash of clans and battle royale players instead of hardcore CIV players. The pricing structure also indicates a shift toward EA modeled micro transactions format with each DLC offering little content for extremely high prices ($30 for GS is too high in my opinion). I still bought the game just so you know and all the new features including environmental effects, scenarios, leaders etc pale in comparison to the pathetic AI behind the game and is definitely not worth $30.
I am quite sure they are intentionally not improving the AI as they might want to release an AI focused DLC in the future. This is evident from the fact that both of the 2 DLCs have no real improvements in the AI sector. I would still buy that DLC in a heartbeat despite the fact that it would truly be despicable act on part of firaxis for leaving the game unfinished and myself for buying the dlc which should be part of the game to begin with.
And also to all the people saying that would you enjoy being smashed by the AI and quoting examples of Chess engines; I would much rather be smashed to smithereens by the AI and start another game to get smashed again than having to play with this type of AI. The enjoyment in games does not comes from beating the games alone but knowing that the game could be "OVER" and you might have lost. Its about getting back up and rolling again and again (dark souls ^^) and get to the end. I remember a game in CIV 4 in which every city in my continent was nuked my fleet was overpowered by sub spam by gandi and every tile was destroyed. Indian fleet was at my doorstep and army had already landed on my shores. 50 turns later I was capturing Delhi.
The AI in games like CIV 6 can never overcome human intellect but it must pose serious threat for the game to enjoyable and in the current iteration of CIV the game is far from enjoyable.
Instead i have seen dozens of threads with people mostly gathering to say how garbage it is, how unplayable it is and so on. Two expansions and seven or eight patches, where the AI has been always touched have happened (maybe only a bit, but incrementally i think that is significantly better now than upon release). However not a word has changed in the way we talk about it. This is all but constructive criticism. And i think this makes more difficult for FXS to address the issue.
@o Siyeza. Try to read some forum posts before posting yours and making assumptions. This is the one i posted a long time ago in https://forums.civfanatics.com/thre...ith-regard-to-war.643233/page-5#post-15407536
People here are extremely passionate about the Civ game and a lot of them have posted really good ideas for improvement in the game. All MY complaints are made with a view that someone from Firaxis might one day have a look at one of these post and things might change.
The AI might have improved "incrementally" in every area BUT WAR. Is the AI able to use land units properly let alone naval or air units? NO. Does the AI run circles around your cities and gets its units killed even with numerical advantage? YES. Does the AI makes settlers and wonders even when you are at the city's doorsteps? CHECK. So do enlighten me how has the AI improved "incrementally" in this respect?
Yes, but unlike (good) human players, AI needs walls. I personally love walls myself, especially if enemy units are dripping in one by one. Enables me to send my unit clusters elsewhere with no worry.Can’t help but wonder how many human players actually tick all of these consistently (or ever). Personally, I can’t recall ever building walls....
It does it. The 58/1 is when it’s army got depleted during defense (because catapults dont participate in defense). So instead of deleting these units it sends them to attack, since it doesnt loose anything with it anyway. So this is one way how this can be a no bug.
A civ6 AI would need to know how to:
- know human is the biggest threat to victory and be less diplomatically favourable to human
- fight in the 3UPT environment, not just 1UPT
- create unit clusters that rely on melee units and siege vehicles rather than having 58 catapults and one spearman
- move, replenish & regroup unit clusters
- recognize hexes important for either conquest or defense that need to be held and by which unit type
- prioritize city walls and roads to border settlements
- attach great generals & siege units, and to which unit
- scout with great admirals and scout lands held by neighbors
- scout with spies by moving them from city to city
- make predictions on unit losses and take them into calculation for unit production
- what districts to prioritize and in which city
- focus on production when it comes to terrain improvements
- how it really wants to win
- when and what to trade for
- manage city state investments, befriend and levy city states offensively/defensively
- properly recognize threat from human attack based on known factors
- properly recognize known beelines and conquest pushes when human reaches certain techs
- aggressively pursue districts & great people for chosen victory type
- aggressively beeline military techs regardless of victory type
- have a pool of money as backup for levies and unit upgrades
- bribe other AIs into it's wars
- prioritize science, income and culture over crappy districts like overblown amounts of encampments and holy sites
Yes, 1UPT is just a fraction of the problem and no, Civ6 at least where AI is concerned is far from greatness![]()
Part of the big issue from a developer perspective is that we actually disagree in what we want and which areas should get priorities, as we disagree on the definition of a "good AI".Is quite baffling that the tone of these conversations escalate the way they do. Given that we don't disagree in what we want or what areas of the game we want to be improved.
- know human is the biggest threat to victory and be less diplomatically favourable to human
Be aware of players more than 50% done with a victory condition and act accordingly. Now this actually existed but was hated because it boinked diplomacy, so maybe only if the AI isn't friendly.
Be very stingy in trade. The higher the level, the more it should ripoff the player.
not you, my bad, I assumed "humans players".Maybe I worded it badly? When I mean it should be stingy against players, I mean other AIs too; currently the AI does treat other AIs like other players.
not you, my bad, I assumed "humans players".
nd I agree, but I'd still prefer to overhaul the diplo first, so that the logical solution to a runaway civs is to allow smaller civs to create logical/balanced alliances and actually be able to win as allied instead of everyone dogpiling the leader.
not you, my bad, I assumed "humans players".
Ah, sorry. I actually strongly object to a "screw the human" bias that existed in say, Civ 4 and before.