Help, the IA is so stupid IA!!!

Something about the defense promos makes the AI not consider running them as much as it really needs to :(
 
It appears that Axemen are no longer fond of pillaging?
I have this stack of 7 clan axement sitting on my copper mine for many turns, without pillaging it. Until a wolf rider came in and pillaged it.

It could be that I was damaging them with maelstorms, and they where just trying to heal. I think, the priority should be "pillage, if possible, then try to heal".
Although, I must say, it will be quite difficult to tell them to get out of maelstorm's range in order to heal...It is no use to stay in range. I damage them every turn.

P.S. The observations are from a game with Khad in Emperor difficulty.
 
I've had barb units of all kinds pillage my improvements, including an axeman or two...
 
I say remove the defense promotions. Or instead make hardy a + to withdraw chance.
 
What's the reason to make every improvement buildable from turn 1 at 25%?

I played FF for the first time some days ago and I was surprised to see how few improvements the AI built. Even at turn 300 or 400 their lands were under-productive. It was one of the reason why they lagged behind me so much, even though it was my first game as Scions. Also, as a human player, I don't like to keep thinking what techs I already researched to make better use of my workers. I'd rather be able to just build improvements after researching the appropriate tech, maybe with the exception of chopping woods and jungles, and getting lumbermills sooner in the tech tree. Maybe the AI would care to get the basic techs then, but you know better about that.

On the other hand, I love the promotions system, but I never bothered making my workers defensive: they will die anyway if they are attacked. The AI gets too often that +1 defense, which makes it even worse at building improvements. That hardy promotion should be increased to +2: workers as strong as scouts... but they cost three times more than a scout and can't attack, so it's not like you will depend on them for defense. The second and third hardy promo would be unlocked with later techs (bronze working and iron working? In the sense that workers have better tools and they can use them to defend better...). Still, even +2 wouldn't compete to faster working rate, imo. The AI just doesn't realize that.
 
On the other hand, I love the promotions system, but I never bothered making my workers defensive: they will die anyway if they are attacked. The AI gets too often that +1 defense, which makes it even worse at building improvements. That hardy promotion should be increased to +2: workers as strong as scouts... but they cost three times more than a scout and can't attack, so it's not like you will depend on them for defense. The second and third hardy promo would be unlocked with later techs (bronze working and iron working? In the sense that workers have better tools and they can use them to defend better...). Still, even +2 wouldn't compete to faster working rate, imo. The AI just doesn't realize that.

I've made a tweak to those promotions - it actually will mean "Hardy" now.

Hardy I: +1 Defensive Strength, +30% Withdrawal Chance
Hardy II: +2 Defensive Strength (requires Mining)
Hardy III: +2 Defensive Strength, +20% Withdrawal Chance (requires Smelting)

Result is that Hardy III workers have defensive strength of 5 and 50% withdrawal chance.

===

Also as a result of that, I've removed the promotions from the Mutate list and plugged the "exploit" that allowed the Doviello to get melee units with Hardy by upgrading workers. I liked it, but it would be too potent now.
 
That's very good. Specially the withdrawal chance will help workers survive. I find it actually more useful than the strenght itself.
 
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