Civ4 has a decent AI compared to other Civ games

Sorry to be a party breaker, but i find it hard to call that behaviour "inteligent". Call it "annoying to the human player", challeging to the human player" or something of that kind , but that is NOT inteligent behaviour by the part of that particular AI, especially in Civ IV, where you can win with one city and, barring PA, there is no way of making another player win my own ( as almost all of the GalCiv II wins are, atleast acording to the GalCiv II wiki ( since I never played the game )). So, there is no real incentive to a player to throw himself under the good graces of a protecting power just because it is being beaten to crap: being a vassal of someone who wins does not make you win in Civ IVThat kind of behaviour can make the game more challenging , but that is in the exact oposite side of being inteligent, atleast seen in the prespective of the weaker civ in Civ IV that technically can win until the moment it loses the last city
That said, in civ IV, where every civ can only win by themselfes barring PA, throwing themselfes into the mercy of a friendly civ or wait until vassaling to the agressor have the same value in terms of chances of winning... in fact vassaling to the agressor may even be a better strategy in a lot of cases
This applies also to the argument that the AI should jump to burn UN/AP , the capital or one of the legendary cities to avoid a enemy win : ok, that might make the other guy not win the game, but it will make the attacker win it? Not necessarily ( and, given that those raids sometimes are pretty much kamikaze attacks, where you don't expect to see your soldiers back, in fact it can even make the player in question more prone to lose the game
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Other aspect to have in mind is that, unlike it seems to me from reading the victory conditions of GalCiv II, Civ IV victory conditions allow for very sudden jumps in the degree that a civ is close of winning via a certain VC and you can pass easily from having 50% of the win conditions fulfilled to 100% in one turn or even in the same turn for all the victory conditions. As it is easy to understand, gradual wins are far more easy to detect and counter by a AI than things that can sudently jump a lot. if you say to a AI " start preparing the ships to attack a civ when it reaches the second legendary city " ( for the sake of example .. it could be the first engine of the SS, or 40% of the expected votes in UN , or 30% of the land mass .... chose one, the logic behind is the same ), what the AI will do if I get the second legendary city at the same time as the third? How will the AI react to a player ( human or not .... ) that builds all the space parts in the same turn and relocates the capital to a spot inacessible in the turns that are needed to the ship to get to AC ? Or worse, what happens if the AI gets to be ready in time to burn the capital of a civ that built a slow SS just to be surprised by the launch of another SS in the other side of the world?
Bottom line, I strongly believe that the behaviour that people describe as being of GalCiv II AI is not adequate to Civ IV AI due to the diference between the victory rules. And , in another line of thought ( that I already used elsewhere regarding the same issue ), I have my serious doubts that making the life hard to a player that is in the way of winning can be described as inteligent behaviour in a enviroment that, besides one exception ( the already quoted PA ), doesn't allow comunal wins.
Civ4 has a good AI, and is a superior game to GalCiv2 in my opinion, but GalCiv2 has a clearly superior AI which is not just incrementally better than Civ4s, it is a leap forward. I hope that Civ5 has a similar AI.
I don't really wish to challenge that statement here, but what I would ask you to consider is what exactly is meant by "better" when you say galciv has a better AI.
If I claimed chess computers had better AI than civ 4, what exactly would that mean? Comparing AIs between different games is already difficult because of rule differences.
Since Galciv is a dedicated single player game, it's quite possible to design the game from the ground up with the aim of having the AI being a more important feature. In Civ4, the game rules have to be balanced for multiplayer as well. For example, I don't see (at the moment) how a good/evil system could work in MP in civ 4.
I'm just very dubious that you can compare the AIs without yourself going and examining the code and seeing which one has more advanced decision making processes.
I don't agree. That particular modifier can not be affected by any action during the game at all. As such, it's nothing like a good/evil system (where I assume the point is that you choose your path based on various decisions you make).There's actually already something like that in Civ4, with the hidden warmonger respect factor in diplomacy.
I'd be a bit surprised if the game rules between the games is similar in an absolute sense. Just because the gameplay is similar doesn't necessarily mean the rule design is similar, and that it is equally accommodating of easier AI design.
Anyway, it's hard for me to comment much without having played galciv, I just again would question the proposition that the AI is 'better'. Civ4 AI probably has to roleplay more than the galciv AI. In a game that has no tie to history whatsoever, the AIs can be developed to behave in any way that looks intelligent within the game rules.
Is the code for galciv's AI publicly available?
I don't agree. That particular modifier can not be affected by any action during the game at all. As such, it's nothing like a good/evil system (where I assume the point is that you choose your path based on various decisions you make).
*sick*
You're plain wrong on the AI focus.I can ensure you that Civ have a big focus on AI. Don't forget how complex can be Civ4 gestion ; this is why you think the Civ4 AI as dumb (and also because I don't think it's created with the help of AI expert).
Have you played much GalCiv2? I played it pretty heavily for a couple of months, and the AI is obviously much more complex than in Civ4. Civ4 AI does it's job, which is to provide opponents for the player, but it doesn't really try to win and often behaves in self-destructive ways. You can say it's intentional that the AI in Civ4 doesn't play to win, and maybe it is, but you can obviously make a simpler, weaker AI if trying to win isn't one of your goals.
Therein lies the problem.When all AIs play smartly towards winning, they lose character.
Civ4 probably would not be anywhere near as popular or fun to play if all the AIs had essentially been taught to play to win and give no consideration to roleplay. I'm sure you've probably already read some of the comments/articles by Soren, but basically great effort was put into making sure Civ4's AI wasn't just about beating the player. Putting it in words similar to what he'd use, a "fun AI" is better than a "challenging AI". The civ4 devs even had trouble grappling the question of whether to make the AI play to win. When Blake and Iustus were making Better AI way back in the day
lol
it was pretty controversial when it became clear they pretty much wanted to throw roleplay aside and make it harder for the human player to win the game. Some people to this day disagree with the attitude Blake took with Better AI.Well, I don't have played GalCiv2. But then again, you dont have any real argument that would show that the galciv2 is more sophisticated. Your main example is something the Civ4 AI do. Simply, because there is no simple way to see what type of army you mass, it show on other area, like cultural war and such. All other example are of the same kind in my opinion : the same thing as in civ4, sometime it look even less good, and you say it's better. I'm not impressed.