Overall I think the AI in Civ3 is quite good. My purpose with this thread is for suggestions to improve on the AI. Yes, the AI "cheats", i.e. it has advantages the human player does not. On the other hand, we have an advantage the ai does not, i.e. an organic brain. I do think there are discrete, concrete ways in which the AI can be improved.
My first suggestion is a scripting language. This would allow the development of set small-scale strategies under certain triggered conditions. In this way, we players could build a "toolkit" of AI responses. There should also be a weigh to weight the significance of certain strategies so that we could have the AI choose in a weighted random way between several strategies. This would be most effective for easily defined circumstances, such as the opening round of a war. For example, I often start a war with a big arty push. One script would be for the ai to take a stack of arty with a few defenders to a RRed tile w/i its own borders that's w/i range of a city that it's already to decided to start a war with. In the opening round, ai uses say 2/3 of its available arty on the city, then attacks with fast movers (tanks or cav) to take the city in one turn. Certain scripts could also have the computer use arty w/ RR better on defense.
With a scripting language (apparently other strategy games have had them), the ai would constantly be improved by our collective wisdom. Distinctive civs could have distinctive scripts. An AI will never come close to a human player (sorry Zouave), but it can be improved in discrete situations.
IMHO, the AI does quite well pre-RR when virtually everyone, human and computer, uses the large stack attack. The AI does not use the terrain quite as well and needs to orient more on defensive terrain and strategic resources, but overall does quite well. Once RR and modern warfare debut, conducting a war becomes orders of magnitude more complex (and interesting). Small scripts for easily defined situations, such as opening attacks, would allow the AI to do more than the slow-moving-easily-destroyed-by-arty-on-RR-stacked-attack.
My first suggestion is a scripting language. This would allow the development of set small-scale strategies under certain triggered conditions. In this way, we players could build a "toolkit" of AI responses. There should also be a weigh to weight the significance of certain strategies so that we could have the AI choose in a weighted random way between several strategies. This would be most effective for easily defined circumstances, such as the opening round of a war. For example, I often start a war with a big arty push. One script would be for the ai to take a stack of arty with a few defenders to a RRed tile w/i its own borders that's w/i range of a city that it's already to decided to start a war with. In the opening round, ai uses say 2/3 of its available arty on the city, then attacks with fast movers (tanks or cav) to take the city in one turn. Certain scripts could also have the computer use arty w/ RR better on defense.
With a scripting language (apparently other strategy games have had them), the ai would constantly be improved by our collective wisdom. Distinctive civs could have distinctive scripts. An AI will never come close to a human player (sorry Zouave), but it can be improved in discrete situations.
IMHO, the AI does quite well pre-RR when virtually everyone, human and computer, uses the large stack attack. The AI does not use the terrain quite as well and needs to orient more on defensive terrain and strategic resources, but overall does quite well. Once RR and modern warfare debut, conducting a war becomes orders of magnitude more complex (and interesting). Small scripts for easily defined situations, such as opening attacks, would allow the AI to do more than the slow-moving-easily-destroyed-by-arty-on-RR-stacked-attack.