the Civ4 AI is easily the best of the series. Compared to other game series, it also holds its ground very well, considering the complexity of the game
Please tell me you are kidding. Civ IV AI only rarely tries to win and can't even execute a general concept of putting national wonders in a city where their multipliers are most relevant. An AI that doesn't try to win is somehow GOOD? No. I won't buy it. I don't expect an AI to play 100% perfectly (as you said, that's impossible), but this is ridiculous. Most AI know how to play their game and try to win. Late 90's AIs played their game better than civ IV AI in a LOT of respects. The civ V AI is even arguably better than the civ IV one, because it has a higher incidence of trying to win (IE a higher incidence of playing the game). I'm not sure how much credit civ IV AI should get for being "best in the series" considering how awful it has been on a consistent basis in the series, but even THAT point is arguable!
- People claiming that the AI cheated because it attacked from far away, i.e. the AI couldn't have seen that the player defended his cities with only one spearman each, in good old Civ3 tradition. Actually the AI had just reacted to the power graph, which is visible to the player as well.
I'm well aware of how the power graph checks work. Are you prepared to defend a decision to pick shoddy target cities, declare across the world with a worst enemy likely to attack adjacent to you, and attack people who have 150% power? If not, then you have no room to claim people are complaining on this point due to "good" AI play, as the DoW mechanics have been explored very thoroughly. Even HERE, we have an example of poor AI play getting lucky, because as far as the AI is concerned, 1 spear per city or 150% of its power mean exactly the same thing.
In summary, AI considers empire with 0 defenders = empire with 50+ defenders. Is that a good AI to you?
- People claiming that the AI cheated because they didn't win a battle they expected to win. Actually the AI had just chosen appropriate promotions for the defending units.
I can punch holes through this argument top to bottom to top again. Frankly, this argument is terrible. The AI does not promote well, and almost certainly the actual complaint was that the human lost a battle on RNG outcomes, which has nothing to do with AI play quality whatsoever. You're not sneaking this one by me. I see these woodsman melee and combat archery defending cities and I cringe...and now you're telling me that an AI that chooses terrain specific promotions outside of that terrain is good? Maybe it got LUCKY and randomly picked decent promotions that time, and someone complained. That still isn't truly a complaint over "good" AI cheating.
- People claiming that the AI cheated because they ended up in a war against multiple AIs. Actually they either hadn't paid much attention to the state of their relations (underestimating the effect of religion was rather common in the early days), or several AIs went into dogpile war mode, and the player interpreted that as an anti-player-bias, not understanding that it happened to weak AI civs as well
AI dogpiles being fruitful or not is ALSO lucky. The AI will agree to these wars even if it is across the world and can't reach its target or doesn't have a means to capture a single city. At least the dogpile function is a LITTLE bit closer to decent play, unlike your other examples. I'd like to see a better basic algorithm for dogpile though, beyond just declaring then doing nothing most of the time.
I agree with you that Sid is going into the wrong direction by directing the development focus away from the AI, but I do not agree that this was simply a baseless excuse on his part.
It's an excuse, but my long-time most hated direction taken by failaxis is that they simply don't care/refuse to fix basic gameplay 101 issues, to the point of releasing new content or patching obscure things over making it so that the controls work.
"unselect unit"=select all units
"ranged attack"=move next to enemy melee unit so it can kill you on its turn
"select all units of a given type" = select all units
"open trade screen" = declare war (without prompt)
Just to name a few mechanical issues with the most recent 2 games in the series...which also process turns enormously slowly (doing ludicrous things like unit move animations in the fog) and have questionable multiplayer issues (net code is atrocious, how do they get by with that travesty in a release title? What are they, treyarch?!)
I'm not asking for a perfect AI. I'm asking for an AI that does the following:
1. Knows the rules of the game
2. Actually plays the game (IE attempts to reach a victory condition)
3. Uses its resources in a way that, on average, attains #2 (no iron works in cities with low hammers, no oxford in the 10th best research city, etc).
4. Can handle each normal situation possible in the base game (including intercontinental attacks. Dropping 5 catapults and 1 melee unit isn't something it does by land. Why does it do it by sea?)
In such a situation, the hardcore fans _could_ become a factor in the equation if they pushed for a good AI. Unfortunately, hardcore fans who gripe about the existing weaknesses in an already quite good AI without offering workable solutions how to match these very high expectations, don't help that cause.
I'm afraid I'm not at liberty to discuss what goes on with "the cause", but I know a thing or two about it. I was one of those "hardcore players" pulled to help out, you see.
What would you do, where would you put your money?
1. Gameplay rules: Before graphics, sound, AI, or anything else. Get the skeleton of a game where the options are strategically viable and the game has depth.
2. User interface/controls: Make the game seamlessly playable, to both rookies and veterans. None of this crap where units suicide before the player can give input or having units do an action different from what the player ordered. Failaxis has been a disgrace in this regard for 2 games straight, despite that it is gameplay #1 and a top priority in ANY game.
3. Balance: Is one unit class being used exclusively for example? Do games always end in era x? Teams of players should be working out these nuances, and then...
4. AI: At this point you have a chance to give the AI a core as well as have it execute some scripts seen by competitive players within the testing system. Once the game has a acceptable balance it should be possible to make a reasonable AI, IE one that plays to win within the rules...and if the balance is there you can make different AI personalities tend to attempt to win in differing ways.
5. Running the game: Streamline this. Stop making people spend 2 hours every game (civ V) waiting for every 250 turns played. It's VERY telling that playing civ V in strategic view decreases AI turn times 5-6x. Ain't runnin' no complex calcs in that extra time, that's for sure.
6. Graphics + Sound: The bells and whistles come last. They are important, sure, but they aren't what makes a game "stand the test of time" and become truly great. How much money went into the opening movie of civ V alone, while multiplayer allowed double moving and mass drops when 4+ people were in a game over a year after release?
To pull this off, you need a tremendously good project manager and enough checks set into the process to stand a chance. You also need somebody better than idiot 2k CEO "xcom should be a shooter".
It's hard to do, but SOME companies still put out good titles.