Does the AI ever get less stupid?

The main problem with Combat AI is that they can't move and shoot on the same turn. When they are an army, the try to attack, then close in to target, as they can't move and shoot, many times ends as an army global repositioning until most units are able to attack.

The other problem is that any unit that didn't attack that turn and is not part of an army, make a "move to safe plot" action, ending many times embarked thinking is the safest plot, while usually is the contrary.

I actually solved both, not that AI is much more smart but at combat at least is not ridiculous.

http://forums.civfanatics.com/downloads.php?do=file&id=22394
 
So far, I find barbarians (normals, not even raging) bigger threat than any AI opponent..
- a single barbarian unit can demolish your whole territory by just setting all your improvements on fire and taking the heal promotion every time, plundering your trade routes and therefore increasing their numbers, unless you have some troops ready to block their way into your kingdom
- I honestly haven't seen a single AI opponent plunder so far, so even if I get my whole country flooded with enemy units, I can fend them off with a shoe (literally, city+1 unit vs about 10+ units)

- invading AI is really easy as well, since I haven't seen them building a single fort or anything, the best "defense" they are capable is setting cities too close to each other, so you can only siege from one side or risk fire from 2 cities at the same time..

What would make AI terrifying?
- plundering
- building an occasional fort close to where your borders meet

two simple things that would make AIs MUCH more dangerous.

In my games the AI plunder when its unit are damaged (whereas barbarian do it for the heck of it), and it has used countess fort against my terrirory, sometimes multiple ones on the same turn...
 
Also remember this is a very old game and can be run on your mobile phone. For what I know they dont even dedicate a core for the AIs thread to run. If they did that, the AI could "think" all the time and plan in advance, analyze terrain, and even learn from the player. If Firaxis dont want to program all this, there are middleware software they can use.

Lets hope the Civ 6 AI gets a dedicated core and more dev time.
 
We must not forget that in some respects the AI in Civ V were done well. There were a lot of changes, yet the AI perform pretty well when it comes to workers, development, teching, wonders, settlement, etc. Many people turn their workers on automatic (I don't) because it's pretty good. These are all AI features. Some people would say that the AI sucks at settling--not picking the optimum spot or whatnot, but they still pick pretty good and make decent cities (not including the city spammers like Polynesia, Spain, Aztecs...) but even this is fine with me. Some cultures like cities and it's a perfectly legitimate strategy to try to grab up all the land (even the not so optimum places) to try to make the most out of population. It does pretty good for science and production long-term. What ticks people off is after all that, when the AI has done a good job starting their empire and even developed a nice military, that they can't fight with it properly. The main point of interaction with the AI is war and diplomacy. On both they act kinda like five-year-olds--however this is just one part of the AI.

I agree these two fronts could be improved, pretty easily actually, just by adding a few basic things. Since the AI is not the best at forward-calculating results based on the 1UPT rule have it know some cookie-cutter strategies that are cutting-edge. With their superior military this, alone, will make them way more competitive. Have them randomly choose, or better yet, have strategy sets unique to each culture to add a more exotic flavor. (aka Greece prefers melee units with high defense while Persia invests more heavily in horse and archers. Rome loves siege but has good diversity all around and protects them with formations)

1. Pre-program in some cookie-cutter strategies.

a) More sophisticated feints:
Use a damaged or weak-looking couple of units at a distance to draw out part of the human force. Ambush with hidden archers and kill with horse and then retreat. (more likely when outnumbered or the enemy has sizeable army)

b) Defense:
Don't be the first to invade, especially if you were the victim of a DoW. Instead have defensive strategies:
1 way: set your bombardment troops 3 squares back and behind cities, guard with a line of swordsman/pikeman/higher defense melee, have horse on line 4. Any incoming troops hit a wall of melee and take some damage. Bombard using city+3 archers behind. Mope up with pikeman and horse if needed. prioritize killing siege first and ranged second--especially with the powerful bombardment of the city. If the human tries to flank knowing there are archers behind, this is where the couple of horse on line 4 come in handy. use them to strike at flankers with the assistance of archers to prevent this.
(more likely when the enemy does not want war and just wants to stop you from killing them)

c) On crippling the economy (premonition to invasion)
First, gallop in horse to scout and pillage key roads/resources near the border isolating the target city. If they take damage withdraw if possible. Pillaging should keep them up in health though.
First: Capture all workers you can find (economic destruction tactics) If possible return them to your territory or disband if impossible. Second: Pillage resources: strategic first like horse/iron, luxuries second to make the enemy fall into unhappiness Both of these reduce fighting effectiveness of existing troops
Third: Destroy a few tiles of the incoming road as it delays reinforcements quickly coming up behind the city.
Fourth: Target high production tiles like mines/GP tiles/lumber mills/camps/etc. to cripple the city production and prevent building of walls/reinforcements (only necessary for high production cities)

d) On taking cities:
First: Horse to scout (see above)
Second: March in a formation of tight melee with archers behind, start demolishing surrounding defensive troops as quickly as possible. Prioritize killing ranged units.
Third: Move at least 2 siege into place right behind this wave (preferably 3+) (not 3 or 4 turns after the melee don't give the city time to kill all your melee. Have 1-2 melee or horse in reserve to capture the city if all others die (AI is ******** about this).
(more likely when the AI is aggressive, has superior military, and wants your cities)

Just adding these 4 cookie-cutter decisions depending on how threatened/aggressive the AI feels would make them more difficult, but obviously true sophistication would be the goal. If nothing else add some of these global strategies instead of wandering around and half-assing it on the spur of the moment each turn. I would put 3 variations on each tactic just so it wouldn't look the same all the time, but heck, even if it did it'd still be better than the way the AI currently fights. Right now they can only capture cities if they have an army large enough to surround it, survive for several turns, and manage to have so many siege you can't kill them all since they send them out unprotected and too quickly--and this is if they actually are targeting the city. I can't stand it when the AI surrounds and then sits there. What the heck is going on in those circuits?

For diplomacy: yes they are sometimes ******** and predictable but it isn't as bad. I think they did an OK job. The point isn't to be completely rational as many world leaders have not been. Adding more perception (aka reasons for wars and making connections) would be nice.
 
I don't know what to do about how dumb the AI seems to be. I'm playing at difficulty 7 and it's still pathetic. It kind of takes the wind out of my sails.

So, is this just what I can expect from the AI? Winning won't have any significance if these are my opponents.

So this is complaining about how weak the AI is. Well, it makes quite a refreshing change from the other type of complaining, with certain people complaining about how the game is so mean to them all the time. :mischief:
 
I was wondering: do the barb units even got promotions? Because I think you confuse the healing promotion with the heal they get from pillage. That is why they can almost heal every turn ;)

Btw I had countless occasion when enemy AI will pillage a bit of my land. It's not as systematic as the barb I grant you, but it does happen. However, I think I've never seen an AI pillage AND move on the same turn. But I could be wrong on that.

Trade roads are also plundered on a regular basis by barb & AI alikes in my games.

well, I don't actually know, but I've seen some of them heal up from about 15 HP to full by pillaging my farm..
AI actually plunders trade route only if it accidentally stands in the way I think, haven't seen any opponent actually go for it directly.

Right now I'm in a game with Theodora with Montezuma as my greatest (and closest) rival - I've waged war against him 2 times already (both times for spying) - I've conquered his coastal city with my ships really quickly, he then sent one unit of Swordsmen my way, after utterly destroying it he begged for peace, giving me another city as amends.. about 15 turns later I caught him spying again, went against him and this time I was just defending my own city (in the location of his 2 poorly placed cities I was forced to raze) - after killing about 5 units of Swordsmen and Longswordsmen and 2 units of Pikemen, he begged for peace once again, gifting me another city..

I mean, he had "an army that could wipe us off the planet" and yet still I managed to utterly beat him to submission with a handful of troops..

I wish AI focused more on improving their empire and less on spamming cities within 4 hexes of each other and massive armies, so they end up broke (except the damn Bismarck, he can pull it off :D) and way behind me.

Just think of how much harder it would be for me to invade him if he had one or two Forts, or at least the damn walls on his cities :D
 
We must not forget that in some respects the AI in Civ V were done well.

[SNIP]

You are forgetting one other thing the AI sucks at : winning. The AI simply does not play to win : they just eventually stumble their way into a diplo or science win, but not in a focused way : if you're behind in science (though not too much of course), you can still get a SV because the AI doesn't actualy make a concerted effort at assembling the spaceship.
 
I was wondering: do the barb units even got promotions? Because I think you confuse the healing promotion with the heal they get from pillage. That is why they can almost heal every turn ;)

Btw I had countless occasion when enemy AI will pillage a bit of my land. It's not as systematic as the barb I grant you, but it does happen. However, I think I've never seen an AI pillage AND move on the same turn. But I could be wrong on that.

Trade roads are also plundered on a regular basis by barb & AI alikes in my games.

I don't know if barbarians cant get promotions, but they can grab Altitude Training if they pass near Mt Kilimandjaro... Barbarian horsemen with double speed on hills... :mad:

About the pillaging, I noticed that barbarian ship never wreck my fishboat, but AI does every time they can.
 
The AI is awful. In a recent immortal game while waiting for my spaceship parts to build I liberated a Mayan city bringing them back from the dead. The Iroquois declare war on him. So I kept buying xcom units and gifted them to Pacal along with a helicopter gunship and a couple of rocket artillery. Then I had my tank and bazooka stand to the side to spectate.

So he takes the helicopter and bangs it against the city until it's dead... Has the xcoms constantly doing dumb things like attacking over rivers.. And parachuting right on top of an enemy citadel without pillaging it.. Meanwhile the artillery are just sitting in the background doing nothing five tiles away from city.
 
Back
Top Bottom