If by "tactical AI" you mean the actions of units in actual combat, then it was weak but not all that terrible. But if you mean the management of units in general, then yes it was terrible.
Another point that was mentioned is that you may no longer need to even keep them alive. It was mentioned that if a commander died your next commander would be that one....potentially with the same promotions. So late game everyone may have a few super promoted commanders. (unless they lose a few levels/ expire with eras)I'm far from convinced that commanders will help that much. They have the potential to, but that doesn't mean the actual implementation will realise that potential.
What's more likely is that removing promotions from regular units will. The AI was never good at keeping its units alive long enough to get the juicy promotions, or how to make the most of those promotions while they had them. Something that human players find easy. That means that humans could use their strong uber-promoted units to chew through multiple times their number of weak AI units (even at the same tech level). By removing most promotions, the playing field will be level, and the AI will be able to make th most of its production advantages (at the higher levels). Commanders promotions might pull the other way, but probably not as strongly.
Pretty sure they fixed this, or at least did a pass on it.The AI never really used airplanes correctly
No, they never fixed it.Pretty sure they fixed this, or at least did a pass on it.
It took a long, long time, but they did it.
No, they never fixed it.
In its current state, the Civ6 AI will sometimes build air units, but they still have no idea how to use them.
There are no multiple units per tile mods, that the work with the AI. Only with you, as the player.I would be curious to try V or VI with a "multiple units per tile" mod and see if that makes the AI noticeably better.
I actually feel like the AI got worse near the end. It might have been best right around rise and fall. Lately with civ 6 I see units not actually attacking when they could. And I don't remember that being a thing early in Civ6's life.certainly by the end of development.
Unfortunately, but good to know. I've always kind of wondered if I might like V with multi-unit-per-tile, but it would have to be for the AI as well. But I haven't followed the modding scene for V (or really VI) close enough to know if I'd missed something.There are no multiple units per tile mods, that the work with the AI. Only with you, as the player.
I actually feel like the AI got worse near the end. It might have been best right around rise and fall. Lately with civ 6 I see units not actually attacking when they could. And I don't remember that being a thing early in Civ6's life.
Ed Beach believes that the Tactical AI for military units in CIV 6 was working very well... Do you agree ?
That's not "tactical AI"Short Answer NO
A little more detailed answer:
NO, the AI in CIV 6 is the worst of all the AI seen in relation to its game system, worse even than Civ 1 and 2 where at least you had AI that updated/produced advanced units based on the technology achieved while the AI of civ 6 couldn't even do this and I found myself in games where I had tanks and fighters while the AI responded with ancient units (and it took the FINAL PHASES of game development to get some use of aviation from the AI). If he thinks this about the work done on the AI of CIV 6 I see it as tough for Civ 7 too (I hope not, but I have no hope)