Siesta Guru
Prince
Out of curiosity, how did the AI work in Civ5 exactly?
It had mostly unique implementations inside the dll for all of the different decision making areas, no on-size fits all solutions. (which isn't without its flaws either)
The war-operations thing was mostly just used to get its units to the front. It formed 'formations' of units, then sent them over to the war zone. And once they got there, they would mostly lose their cooperative nature and would basically be a bunch of individual units doing their own thing (with some semi-cooperated focus damage on enemy units). It would originally just loop through all of the units once, and pick one action out of some set of possibilities. This was why they wouldn't be able to move and shoot, because that's basically two actions.
There was little in terms of 'thought' either, about what the best way of handling a situation was. But since it was rather simple, it would at least get the units into the action doing stuff, even if it was stupid stuff.
Settler escorts were coded completely seperately afaik, and it would just have a settler and another unit move towards each other and would then march to the intended destination together. That simple system worked remarkably well compared to what we have now.
Fascinating stuff. Would this mean that even if Firaxis releases the code, there is nothing much modders can do?
Well, with code access, we could always rip the entire existing system up and make our own from scratch. But that kind of thing tends to be a bit too much of a lengthy and risky endeavor, so I'm not sure if anyone will. An additional option would be to heavily expand on the behaviortree system and add our own nodes and change the behaviors of current ones. That could possibly increase AI competence meaningfully, but to what extend I don't know yet. It depends a lot on how it's coded internally.