After browsing these suggestions for many weeks now, theres no denying that most of them really do deserve to be carefully considered, but the effect that implementing these will no doubt have on possibly the most important game play aspect the AI has got me thinking.
Lets take a fairly basic suggestion as an example liberating, destroying, capturing or gifting cities. No-one seems to really disagree with these suggestions; it'd be great, no denying it. But would the AI be up to it?
Several authors of guides in the War Academy who really know the AI suggest that the AI works on a one turn at a time basis, incredible considering as humans we strategise the entire game ahead! Something like the choices outlined above may just be too much for the AI. If Im allied with another civ and re-capture their city then for the sake of friendship etc Id probably liberate it especially if its landlocked and a long way away. I dont know how youd programme the AI to take account of these types of options. I suppose you could use an equation so: IF city is more than x squares from empire AND originally allies then GIFT. But thats the point the more of these options you include the more complex and messy it gets.
Essentially then surely the more options and so on given to the player that the AI wont be able to work into its strategy the more the programmers will have to rely on letting the AI cheat with better production and more starting units etc damaging the finely and near perfect current game balance. The example above is only an EXAMPLE but I reckon you could apply it to most of the suggestions.
Im not a programmer or an AI expert so what does everyone else think?
Lets take a fairly basic suggestion as an example liberating, destroying, capturing or gifting cities. No-one seems to really disagree with these suggestions; it'd be great, no denying it. But would the AI be up to it?
Several authors of guides in the War Academy who really know the AI suggest that the AI works on a one turn at a time basis, incredible considering as humans we strategise the entire game ahead! Something like the choices outlined above may just be too much for the AI. If Im allied with another civ and re-capture their city then for the sake of friendship etc Id probably liberate it especially if its landlocked and a long way away. I dont know how youd programme the AI to take account of these types of options. I suppose you could use an equation so: IF city is more than x squares from empire AND originally allies then GIFT. But thats the point the more of these options you include the more complex and messy it gets.
Essentially then surely the more options and so on given to the player that the AI wont be able to work into its strategy the more the programmers will have to rely on letting the AI cheat with better production and more starting units etc damaging the finely and near perfect current game balance. The example above is only an EXAMPLE but I reckon you could apply it to most of the suggestions.
Im not a programmer or an AI expert so what does everyone else think?
