Help me turn the AI into a real killer

Alexman had some good ideas back in the day. (And HERE as well.)

... Alexman really was/is quite helpful: his thoughts on Value Changes To Help The AI is also quite good.

He also opined about The key to AI greatness.

I also find Sulla's Critique of Civ3 interesting to ponder. His Thoughts On Exploits is also worth a read.

Some interesting propositions are made by ILA in his "Love For The AI Mod", specifically on Defending against rushes, Improving tiles, Managing corruption, Industrialization, and Handling artillery-units (well, of course there's much floating around the forums about that last one ...)

Here's to ya, Amigo, and I look forward to (*cough*) you posting your conclusions.


All The Best,

Oz

Oz, you really deserve your title of "Civ Archivist" :goodjob: These are good reads and full of answers to all these questions we often ask to ourselves here.
I would also have pointed EFZI2 as one of the hardest AI in a Mod, and I'm glad Vuldacon posted here, but on a random map with all Civ playable it's a very different thing...
 
The AI will not use Land Transports or Artillery as a Human will so offset AI Power to rely on Numbers of Units, Airlift, Airdrop, Faster and more powerful Units to balance them against a Human Player especially if you use Lethal Artillery.

I experimented with artillery a couple of years ago and found out that AI will attack offensively(even against armies) when the arty has a range of 4. Yes, that is a range of 4!
 
I know I said about the resources "thing" earlier for premade maps and also that it's best to keep away from special units - but what about throwing in a couple of units along the tech tree that were slightly better than their contemporaries and required three luxury resources (different ones for each of the special units)? Would that make the AI want to get the resources to be able to build the units, or would they be uninterested.
 
Rob... I believe the AI would be Very interested to go after the resources IF the Unit they can build is Superior.

Takeo... I tested the 4 tile Bombard for the AI in game and the AI will use it, however they ONLY use it from a city, not out of a City. So really there is no change as far as AI behavior because the AI will normally use Bombardment from a City at any distance anyway.
 
Takeo... I tested the 4 tile Bombard for the AI in game and the AI will use it, however they ONLY use it from a city, not out of a City. So really there is no change as far as AI behavior because the AI will normally use Bombardment from a City at any distance anyway.

It was several years ago that I did that arty testing and posted my results and an attached biq to an arty thread. I seem to remember the AI escorting an arty into enemy territory to attack. Of course, the AI would only send one defensive unit per arty.:( Like I said, this was several years ago and I may not remember every ability that I gave the arty, but I do now remember giving the arty a defense, so that they could not be captured.
 
Takeo... yes, if set up correctly, the AI will use escorts for Artillery to take them out of a City for use but just not often.

There has been much posted concerning Artillery and how to get the AI to use them Out of a City... this is an ongoing search to "get around" the programing :)

...using a different Editor with correct flags has some promise but not sure about the overall results yet.
 
Ok, Ozzy kept me busy for a while now (thanks again, mate!). I have reworked some of the early wonders in my game to keep the AI focused on unit building and city improvement, and it seems to be working. What I did was basically to force the AI to build basic buildings first before they're allowed to start any wonders. It looks like that it's paying off. Instead of blocking their first cities for turns and turns trying to build an early wonder, the AI opponents now focus on shield production and army building. Very nice!

I'm also considering to increase the transport capacity of sailing ships. The AI is already settling overseas like crazy, but invasions are still not good enough. I guess I'll follow Yoda's advice (<- Luke, is that you?) and make more units amphibious. Modern APCs could work well in that role, for example BMPs.

What do you guys think about air power? How could that be improved?
 
Ok, Ozzy kept me busy for a while now (thanks again, mate!). I have reworked some of the early wonders in my game to keep the AI focused on unit building and city improvement, and it seems to be working. What I did was basically to force the AI to build basic buildings first before they're allowed to start any wonders. It looks like that it's paying off. Instead of blocking their first cities for turns and turns trying to build an early wonder, the AI opponents now focus on shield production and army building. Very nice!

Now that's why I enjoy this whole "Archivist" bit :goodjob:

I'm also considering to increase the transport capacity of sailing ships. The AI is already settling overseas like crazy, but invasions are still not good enough. I guess I'll follow Yoda's advice (<- Luke, is that you?) and make more units amphibious. Modern APCs could work well in that role, for example BMPs.

:mischief: The Great Civinator - :worship: - had some very interesting ideas about this ... If his approach appeals to you, HERE are some details you might wish to be aware of.

What do you guys think about air power? How could that be improved?


... :sleep: ...

-:Dz
 
I remember that in the classic scenario "Rood and the Dragon," Plotinus made the AI want to attack the Saxons because it's unique unit required three resources, all of which were only available on Saxon land. Seem to recall it made them desperate to get the resources, at all costs - but would need to be a pre-made map.
There were also some buildings available which required those resources in order to be built.
Artillery is used offensively (to a much higher degree) if the AI captures it from barbarians, but you need to have it setup, so that e.g. advanced or basic barbs are arty.
Which would be best? If it's the basic barbarian unit then you'll be able to capture a lot of them without resistance. If it's the advanced barb then they might just ship them around… maybe a combination of a strong defender as basic unit with capturable artillery as advanced barbarians could be useful as 'native' fortresses, for non-full-civ tribes.
 
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