stealth_nsk
Deity
Many people complain about weak combat AI, but is it an issue? You could increase the difficulty level and have a lot of fun fighting skill vs. numbers. Or you could go multiplayer and fight skill vs. skill.
As I see it, the problem is not what AI combat is weak, but what it doesn't recognize it, so it seems to totally underestimate the power of human players. Consider those cases:
1. Player wants to go peaceful and builds small military for defense only. Neighbors think the player is weak and attack. Player is able to defend, but that's far from peaceful way.
2. Next time the player builds enough military for AI to recognize the strength. But it becomes clear what peaceful way doesn't make any sense at this point, since the military is enough to just conquer the world.
3. Player wants to conquer the world. AI don't consider player's army as significant threat until their own military is already ripped off.
So, as I see the simple solution will be just adding "AI stupidity" coefficient to military power estimation. So if AI calculates the power of an opponent, the human player's army strength needs to be multiplied by some number. There could be some variables here, but I think even fixed value (i.e. 1,5) will be ok. Surely, city strength shouldn't be multiplied the same way.
P.S. I don't really familiar with the XML files. Probably this type of coefficient exists already and doesn't work for some reason?
As I see it, the problem is not what AI combat is weak, but what it doesn't recognize it, so it seems to totally underestimate the power of human players. Consider those cases:
1. Player wants to go peaceful and builds small military for defense only. Neighbors think the player is weak and attack. Player is able to defend, but that's far from peaceful way.
2. Next time the player builds enough military for AI to recognize the strength. But it becomes clear what peaceful way doesn't make any sense at this point, since the military is enough to just conquer the world.
3. Player wants to conquer the world. AI don't consider player's army as significant threat until their own military is already ripped off.
So, as I see the simple solution will be just adding "AI stupidity" coefficient to military power estimation. So if AI calculates the power of an opponent, the human player's army strength needs to be multiplied by some number. There could be some variables here, but I think even fixed value (i.e. 1,5) will be ok. Surely, city strength shouldn't be multiplied the same way.
P.S. I don't really familiar with the XML files. Probably this type of coefficient exists already and doesn't work for some reason?