AI excells at using civs with a UA or UB which activates passively. Cause of this, civs like China, Egypt, Ethiopia, Arabia, Korea, ... are in most games superior to civs which need effort to activate their UA. The more you go away from standard play (Venice, Aztecs, Denmark are the strongest examples), the more random their success is in the most games.
AI excells at using civs with a UA or UB which activates passively. Cause of this, civs like China, Egypt, Ethiopia, Arabia, Korea, ... are in most games superior to civs which need effort to activate their UA. The more you go away from standard play (Venice, Aztecs, Denmark are the strongest examples), the more random their success is in the most games.
Unless you are able to completely rewrite AI code up to human level, you can't balance such civs for the AI AND human. I think, the only solution for this would be to create different UAs, one for the human and one, more passiv for the AI.
Can you please explain to me how AI is good at pillaging and for 13 turn war all AI did was swimming with their ships around and only managed to pillage 1 fishing boat. And left that fishing boat untouched for whole war (which is free) and didn't move to other side of island with their gazillion ships just to pillage? Note - when war started I had 2 warriors, 2 papal guards (landsknechts) and 1 heavy skirmisher. Yet AI Harald didn't think about dropping a single land unit and pillage my tiles. Oh wait, he actually had tercio in my land when he declared war that lasted 2 turns. And you know what he did? Pillage? Nah, lets just go towards that Castel Gandolfo city. This is Denmark AI problem. When I was playing them I just had 3 highly mobile scouts getting me 12 pillages per turn. AI doesn't make strictly pillaging wars. Never. They pillage as a side job, just the way every other civ does.
Sorry to say this, but you sound a bit like "it's not a bug, it's a feature". I just fail to see how a civ, who benefits from pillaging the most, swims with their ultramobile navy next to a fishing boats for 13 turns and fails to pillage them. I know AI will never do stuff human can do. I don't expect them to use scouts the way I mentioned above, but I expect pillaging civs to actually pillage. And crippling players who use this UA (yes, yields were too hight, but it was fun) is not a solution.
Why is it absurd? The AI was written do to the normal stuff. But not such specialized things like "pillage as much as you can", "get a warscore of 25 to get a GA", "Increase your trade route cap max possible cause your a trade nation".....That’s absurd and insulting. All the AIs understand their UAs. But understanding a UA doesn’t mean they’ll win every game. Someone has to lose.
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Why is it absurd? The AI was written do to the normal stuff. But not such specialized things like "pillage as much as you can", "get a warscore of 25 to get a GA", "Increase your trade route cap max possible cause your a trade nation".....
And sorry to say this too, but how are you able to say the KI understand it? Do you see flying green digits and letters over your screen like in Matrix? Are you Neo?
I do not care if Denmark "understands" its UA (if you can say such a thing about such a limited AI), all that counts is the result I see in the end. And it doesnt make any difference if you have more vision into the code than me. If the AI "understands" its UA but didnt act like a human which understands it, isnt acting correct. The transition from understanding to acting is wrong, no matter what happens between.
And even with your insight into the game, you completly missed the bug, AI wasnt building walls, even its so obviosly by playing only one game till renaissance?
I never.... NEVER.... saw a Denmark coming to my land and plunder as much as he can. Even it would be impossible to me to stop him cause of low amounts of units. Never. All hes doing is the same stuff as other AIs do. Gather units in front of my city and siege the city. Tiles are only pillaged if it would heal a wounded unit or have a strategic ressource on it. (even before the pillage restriction was made). They are simply repeating the stuff they have learned from vanilla, but doing it now more efficient.
Is the AI aware of the fact that pillaging a normal tile gives no bonus but pillaging a resource does? Is it aware of the difference between sea/land tiles?
This is something I'm curious about. Let's say the Denmark AI is processing its turn and prepares to go on the offensive. Does it take into account that it gets a bonus while fighting in pillaged tiles and account that for its decision making? Or is this too complicated for the AI to do?
Yes it does. There’s a mondo huge function that tells a unit what it’s maximum striking power from a tile will be (also can tell it what it’s striking power against another tile will be if we need it to). One of @ilteroi’s big tasks lately has been rewriting the model under that which makes the AI choose the best tiles for all units in an area to move into, based on attack power, defensibility, proper placement of unit types in layers, and potential danger for a plot next turn.
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That's pretty cool. Then I guess my next question is whether or not the AI is capable of deciding that, upon pillaging a tile with at least one more movement left afterwards, it would get more CS and thus can further maximize its striking power. It know it might conflict with AI units pillaging to heal up so I'm curious if that's possible. Then, we might see Denmark play a bit differently than other AIs where it uses pillages to make a more aggressive push on its enemies.
Yeah, I have only minor understanding of the code. And you have a major insight to it.I hate to play this card, but you see there’s this thing called ‘learning a programming language.’ I know it. Others know it. You don’t. Your post highlights your ignorance of that fact. This is what I mean by ‘observation can lead to false reporting without looking at the code.’ You’re talking out of ignorance on a topic you don’t understand from a programmatic point of view.
Yes the AI knows how to use UAs. Yes it understands what its UA is and how to use it. But that doesn’t mean it willl do so without fault every time. The AU is not scripted. It is given thousands of inputs and variables and told to make specific choices. Sometimes those choices mesh wel- sometimes they don’t. But to say that failing to make the right choice every time means that they’re completely incapable is absurd.
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I'm honestly not sure - the AI definitely prioritizes pillaging for injured units over allowing 'fresh' units to do it. I could probably add some forced code to tell the AI to pillage a tile regardless if it gets a yield or CS bonus, however it might result in some lower-health units getting wiped if they don't have access to a quick pick-me-up from a pillage.
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But who of us observed first an AI which think its a good idea to have no walls in renaissance? Was it you with your great insight or was it me, who played the game and used logic and obersvation?![]()
Yeah, I have only minor understanding of the code. And you have a major insight to it.
But who of us observed first an AI which think its a good idea to have no walls in renaissance? Was it you with your great insight or was it me, who played the game and used logic and obersvation?![]()