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Does the AI know when I'm about to attack them?

Gary King

Prince
Joined
Dec 24, 2005
Messages
300
I had a lot of tanks piled up in transports, about five transport per AI coastal city, and when I was getting into position, the AI attacks with Destroyers and sinks half my transports. Do they "know" that I'm about to attack? Or, does the AI just look at his relationship towards me ("Furious"), as well as my Power graph, which is clearly shooting up almost perfectly vertically, and sense that something is about to happen so they declare on me before I do on them?
 
he most likely decided to go to war with you already.

The AI will 'decide' to go to war a short period before they actually do it. They "mobilize" in this waiting period.

If you have the BUG mod.. you can tell when they are mobilizing by the fist icon next to their name in the scoreboard. When you see that, start looking at who that civ hates.. and make sure its not you.

If you don't have the BUG mod, you'll have to periodically check the diplomacy screen for "We have too much on our hands right now" (which is what the fist icon represents). AI's will tell you this if they are already planning a war when you try to ask them to declare war on somebody else.

The BUG mod (Bts Unaltered Gameplay) has lots of these time saving things and doesn't change the core gameplay. .ie It wont give you any info you couldn't have found without it. I suggest you try it out. Google BUG mod.
 
BUG war-alert doesn't change core gameplay!?!? That is not a time saving "thing" wow... that's like a cheat. I would hate to have that alert in my games. If I get caught with my pants down and the AI sneak attacks me, then YAY- sounds like GAME ON.

Wow... that is a huge gameplay alteration for an "unaltered" gameplay mod.
 
No they don't have any idea, once I had Moscow surrounded with MA and MI and even though Moscow was Russia's last remaining city, Stalin declared war on me.
 
It just automates viewing something that is extremely tedious to find out.

(And if you really don't like it, you can customize that section of the UI so that it doesn't display the fist icon.)
 
BUG war-alert doesn't change core gameplay!?!? That is not a time saving "thing" wow... that's like a cheat. I would hate to have that alert in my games. If I get caught with my pants down and the AI sneak attacks me, then YAY- sounds like GAME ON.

Wow... that is a huge gameplay alteration for an "unaltered" gameplay mod.

It doesn't alter gameplay, it visualises information readily available in the game on the UI.

With BUG you can do one of two things:
1: Go into conversation with EACH AND EVERY ONE of the the AI's to see if they are in WHEOOHRN mode
2: Check if there is a fist next to their name in the score-tab.

I prefer the time-saving 2 version. Streamlines the already gigantic games I play. (Since I also play Rise of Mankind, gigantic maps with 30+ civs... I don't want to check them all every odd-turn :P)
Doesn't alter gameplay in the slightest, it just gives you the available information in a more userfriendly package.

Not to mention you can simply turn it off if you do feel "cheated" because you can see something with a simple glance as opposed to spending 5-10 minutes to check each AI individually.
 
yeah its not as bad as he made it out to be.

Once i learned about the "we have enough on our hands right now" thing.. i would always check the diplo screen for it every few turns against AI's that i wasn't friendly with.

BUG mod saves time.
 
Even with the BUG mod, I usually play with the scoreboard off. I check it sometimes for certain things like power ratings, but thats about it.

Keep in mind though, World War I happened partially because countries decided to mobilize out of fear of war. But once they mobilized, their enemies (who were likely doing the same) took offense and the war was on.
 
The AI rarelly has any idea what's going on outside their own country! This is a real suprise that the AI acually ''knows'' that you were about to attack them.
 
I doubt it. You can always mobilize outside of their borders without them gearing up. Then again you also have barely any clue on who's about to attack, worst are coastal attacks. I'm sure many of you also at some point have been caught by a galleon stack out of nowhere.
 
I'm such a noob, that's what the fist is for...
 
It can read the power graph and detect a spike in military build-up by a particular enemy.
True, but that is not the same as a intent to attack.
 
True, but that is not the same as a intent to attack.

I know that given the choice I am always building my armies before the need for it actually arises it. There is the maintenance cost and all, but it's worth it to not have to worry about a sneak attack

So I concur, there is certainly not always a correlation between amassing military force or actually attacking. Although it does seem to me that if the AI were really smart are aware, it could actually send a pre-emptive strike before you got too powerful to be deal with.
 
What's interesting is that the AI in Gal Civ is extremely good about figuring out if you're going to attack them. It'll respond to increased military production and unit build-ups at their borders. It's not surprising to get a diplomatic message from them questioning the build up or threatening you to back down.

Lazy AI programming by Firaxis imo.
 
You know it would be better for the game if the AI did have some sort of idea about when you were going to declare. Seeing as you know when they're going to declare. It's kinda Exhibit A of AI inadequacy. Well, at least one of the exhibits anyway.
 
to OP, reading human minds is a serious business far from the scope of the civ AIs
 
to OP, reading human minds is a serious business far from the scope of the civ AIs
To be honest, it is even beyond the scope of a lot of human-human situations , as any MP game can show...
 
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