Bibor
Doomsday Machine
helped me a lot to understand how and why the civ AI works
helped me a lot to understand how and why the civ AI works
This video crops up now and then. I suspect it has been linked on Civfanatics many times.
That is more like a trivia piece, the amount of code doesn't say much about the effort it took to write, nor about how well the code does whatever it does.
Design and AI are closely intertwined of course, but artwork is a separate thing altogether. Art doesn't conflict with AI except at the highest level of both being part of a game's budget.
well also there are a lot more "rules" in six.I was shocked to know that only 3% of the code of Civ4 was dedicated to AI behaviour. If they didn't dedicate more than that in Civ6, it's no surprise that the AI performs so poorly.
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In 6, AI capturing City-States is a good example of that, where behavior that can make the AI a stronger player - capturing neighboring City States and expanding it's empire more quickly - had to be curtailed because too many players complained it wasn't "fun".
Yeah it's always an interesting vid. To me the good AI vs fun AI tension, and having to limit behaviors the AI can do (even if the player can do them) is always interesting to me. In 6, AI capturing City-States is a good example of that, where behavior that can make the AI a stronger player - capturing neighboring City States and expanding it's empire more quickly - had to be curtailed because too many players complained it wasn't "fun".
That is more like a trivia piece, the amount of code doesn't say much about the effort it took to write, nor about how well the code does whatever it does.
Design and AI are closely intertwined of course, but artwork is a separate thing altogether. Art doesn't conflict with AI except at the highest level of both being part of a game's budget.
for example we've had to tune the AI's naval preferences a few times. At one point it built way too many ships, then we overdid it in the opposite direction so the AI would almost never have a ship, then we got to a much better place.
I was shocked to know that only 3% of the code of Civ4 was dedicated to AI behaviour. If they didn't dedicate more than that in Civ6, it's no surprise that the AI performs so poorly.
In Old World, the issue with building too many ships was that ships look good "on paper" as a military investment.