sman1975
Emperor
The AI Function:
The basic approach of this function is for the AI would look something like this:
1. Every turn, the AI would decide which of its civs will plan to conduct an operation several turns in the future
2. Provide some level of warning to the human player a few turns before the operation to give them some opportunity to respond.
3. Launch the operation, apply the results, inform the human player of the operation with varying levels of specificity
4. Let the human player decide how/if to respond
This module attempts to give some of the advantage back to the AI - based on the new capabilities the mod creates. I'm not sure how deep I'll run with this feature, but initially, it will look something like this:
* The AI will have a list of "impacts" they can launch against the human player - these range from stealing gold, destroying city production, destroying buildings, lowering tech/golden age/policy progress, etc.
* Every turn, the module will cycle through all the AI players and decide if it can launch a potential impact in X turns (say 5-10 down the road).
* If it decides to launch, the module will check the human player's defensive posture and decide IF it should "warn" and if so, how "specific" the warning should be. Certain buildings, techs, policies will improve the defensive posture.
The warnings would be a Notification (on the right side of the screen) that says something like (with the later ones being more specific due to better defensive posture):
"Officials outside of the capital are reporting an increase in non-English tradesman, many with cargo that doesn't look like normal trade goods." <== Vague report
"Local magistrates near Nottingham have arrested suspicious individuals with Greek accents loitering around important buildings. Subsequent interrogation has found no specific threats." <== Not a very specific report
"Local magistrates in Nottingham have arrested suspected Greek operatives with caches of poison materials. All indications are they and other unknown compatriots are preparing hostile actions against us." <== Much more specific report
"The Sheriff of Nottingham arrested a Greek Arsonist as they were preparing to poison water supplies in Nottingham. Some of the Arsonist's compatriots escaped and are preparing to attack Nottingham in the next 2-3 turns." <== Very specific report
The human player would see these reports and decide if he needed to build more defensive buildings (that help catch operatives and impact mission results). He could also put more units in the city area, as the number of units in the area impact mission results. There may be a tech or policy that might help defensive posture. This would give the player the option to dedicate resources to an area to protect it from attack.
* After a few turns have passed, the AI would then launch the impact at the human player, and results applied. A notification would appear informing the player of the attack.
* If enough defensive posture exists, a new Notification would appear that informs the player who actually launched the attack. It would be up to the player then to decide if they will denounce or DOW.
* If they decide to DOW, the amount of Warmonger Hate assigned would be eliminated, as if the attacking AI player had actually declared war ON the human player.
There are other small tweaks to add to give the appearance of planning, sophistication, etc., but these will come after a bunch of testing of this concept.
Appreciate any thoughts/suggestions on this approach. Getting the AI right is critical to prevent the Covert Ops mod from simply becoming a human player "cheat mod" rather than adding a new entire layer of fun to the game.
The basic approach of this function is for the AI would look something like this:
1. Every turn, the AI would decide which of its civs will plan to conduct an operation several turns in the future
2. Provide some level of warning to the human player a few turns before the operation to give them some opportunity to respond.
3. Launch the operation, apply the results, inform the human player of the operation with varying levels of specificity
4. Let the human player decide how/if to respond
This module attempts to give some of the advantage back to the AI - based on the new capabilities the mod creates. I'm not sure how deep I'll run with this feature, but initially, it will look something like this:
* The AI will have a list of "impacts" they can launch against the human player - these range from stealing gold, destroying city production, destroying buildings, lowering tech/golden age/policy progress, etc.
* Every turn, the module will cycle through all the AI players and decide if it can launch a potential impact in X turns (say 5-10 down the road).
* If it decides to launch, the module will check the human player's defensive posture and decide IF it should "warn" and if so, how "specific" the warning should be. Certain buildings, techs, policies will improve the defensive posture.
The warnings would be a Notification (on the right side of the screen) that says something like (with the later ones being more specific due to better defensive posture):
"Officials outside of the capital are reporting an increase in non-English tradesman, many with cargo that doesn't look like normal trade goods." <== Vague report
"Local magistrates near Nottingham have arrested suspicious individuals with Greek accents loitering around important buildings. Subsequent interrogation has found no specific threats." <== Not a very specific report
"Local magistrates in Nottingham have arrested suspected Greek operatives with caches of poison materials. All indications are they and other unknown compatriots are preparing hostile actions against us." <== Much more specific report
"The Sheriff of Nottingham arrested a Greek Arsonist as they were preparing to poison water supplies in Nottingham. Some of the Arsonist's compatriots escaped and are preparing to attack Nottingham in the next 2-3 turns." <== Very specific report
The human player would see these reports and decide if he needed to build more defensive buildings (that help catch operatives and impact mission results). He could also put more units in the city area, as the number of units in the area impact mission results. There may be a tech or policy that might help defensive posture. This would give the player the option to dedicate resources to an area to protect it from attack.
* After a few turns have passed, the AI would then launch the impact at the human player, and results applied. A notification would appear informing the player of the attack.
* If enough defensive posture exists, a new Notification would appear that informs the player who actually launched the attack. It would be up to the player then to decide if they will denounce or DOW.
* If they decide to DOW, the amount of Warmonger Hate assigned would be eliminated, as if the attacking AI player had actually declared war ON the human player.
There are other small tweaks to add to give the appearance of planning, sophistication, etc., but these will come after a bunch of testing of this concept.
Appreciate any thoughts/suggestions on this approach. Getting the AI right is critical to prevent the Covert Ops mod from simply becoming a human player "cheat mod" rather than adding a new entire layer of fun to the game.