Seen this a few times now as well in 8-31...the AI doesn't seem too keen on focusing different attacks on one unit even if there would be no tactical change in movement necessary (e.g. city firing on high health units instead of low health that it could kill, if not this turn then next turn...city attack + garrisoned unit attack on two different adjacent enemy units when they could kill one of them).I have seen a few times when the AI had a unit near a city dead to rights if it had focused fired a little bit more, but it splinters the attack and I manage to withdraw the unit. It’s happened a few times.
ok, summing up it seems we're in a good spot overall.
minor issues:
* too easy to snipe settlers from the AI. hard to fix, just don't do it
Yes, but don't forget a couple civs (Sweden and Zulu 3/4 UC) still need to be able to utilize stacking a GG with units because it's part of their kit.In addition to what's been said, I'd point out that I sometimes see the AI stationing its GG on the frontline unit instead of one unit in the back, meaning that if I destroy that unit, I destroy the GG, which means the AI is exposed to needless risk.
I have to agree with this.Often times it's better if AI is "smarter" and more careful in making decisions; however, in warfare, it seems that they never know whether it's good time to attack and mount an organized massive push.
I remember that AI used to be more frantic in battle, and it's supposed to be a bad AI behavior but at least they provided the player with a better challenge.
Barbarians seem really reluctant to pillage in this version...so far I've seen more than 5 occasions where a damaged barbarian ship could have eaten one of my work boats but didn't...I haven't given them the chance to pillage stuff on land, though, and the non-barbie AI is certainly very keen on pillaging land tiles.
They definitely still pillage fine on land, but they've never been great in the water. It would be nice if they executed on the same level.Barbarians seem really reluctant to pillage in this version...so far I've seen more than 5 occasions where a damaged barbarian ship could have eaten one of my work boats but didn't...I haven't given them the chance to pillage stuff on land, though, and the non-barbie AI is certainly very keen on pillaging land tiles.
I brought this up to Zebo ages ago. Specifically leaving enemy cities for your CS allies to capture, only for them to clog up space while failing to capture...I suppose I’ll add some anecdotes to AI timidness. I got a city nice and low for a CS to take (5 tiles away from the CS’s city I might add) and instead of continuing the assault they decided to fortify 2 of their warriors in tiles right next to the enemy city. The city had a combat strength of only 8 (flat land, no walls, a hurt spearman garrison) and the CS units were only slightly damaged. Pretty sure the CS had a damaged trireme they could have used too, but I didn’t see it again after it attacked the city a few times No idea what was going on here, maybe CS’s in general are skittish to actually capture cities but they were definitely helping to damage it when it was at full HP. It was actually detrimental since they got in the way...
Noticed this too on land on more than one occasion, damaged AI barbs would rather waste their move on one tile past the ZoC city rather than pillage the tile they’re on.
of course eventually the values should be dependent on leader personality and tactical situation, but how to define a situation?
I would disagree; risk is a variable that is hard to optimize, even for humans. The fiercer AI personalities should ideally risk more, especially in offensive war, while the more mellow should at most be aggressive (heavy risk taking) in defense. If a mellow leader decides to take some cities offensively it would make sense that he do so in a manner that takes less risk than a fierce leader, making him more likely to withdraw and peace out when met with somewhat greater than expected resistance, for example. These things meld into strategy, they are not completely disjointed from it.I don't think the AI tactics should too heavily depend on leader personality. Ultimately the strategy of whether to war with another civ should...but once your in the trenches the AI should just use the best strategy it can.
The problem is the AI can currently tend to be timid to the point of being ineffective even in wars they themselves start. When your mellow leader declares war on someone for a change, by definition it's because he feels he needs to do something about that someone. If he's not going to make a credible attempt at taking a city, he shouldn't bother declaring, it just costs him units and cuts off useful trade routes.I would disagree; risk is a variable that is hard to optimize, even for humans. The fiercer AI personalities should ideally risk more, especially in offensive war, while the more mellow should at most be aggressive (heavy risk taking) in defense. If a mellow leader decides to take some cities offensively it would make sense that he do so in a manner that takes less risk than a fierce leader, making him more likely to withdraw and peace out when met with somewhat greater than expected resistance, for example. These things meld into strategy, they are not completely disjointed from it.
This is about risk assessment in the scope of tactical decisions, though; if the mellow leader has chosen a good moment and location to attack (he'll have good diplomatic relations so he probably can and will have brought others into the war to distract the opponent and draw his troops away) then he'll have an overwhelming force that will take a city or two even with low risk tolerance. If the opponent manages to peace out with the others, however, and turns on the mellow leader in full force, he will now be more keen to defend his borders and peace out rather than to try to push on further; this is where the low risk tolerance would constrain further offensive action, as it should.The problem is the AI can currently tend to be timid to the point of being ineffective even in wars they themselves start. When your mellow leader declares war on someone for a change, by definition it's because he feels he needs to do something about that someone. If he's not going to make a credible attempt at taking a city, he shouldn't bother declaring, it just costs him units and cuts off useful trade routes.
If a mellow leader decides to take some cities offensively it would make sense that he do so in a manner that takes less risk than a fierce leader, making him more likely to withdraw and peace out when met with somewhat greater than expected resistance, for example. These things meld into strategy, they are not completely disjointed from it.