How can they make the AI smarter?

NDA or not I know for a fact that most people who beta tested do not think that the released game AI is the same AI they play tested.

This persistent rumor is the main reason that I figure that Take Two plans to sell us a competent AI in the first expansion.
 
Maybe we are framing the question incorrectly.

Perhaps Persia's AI as written doesn't DoW friends who protect city states.

Granted, this thesis is probably a bit far fetched but there's no way to know with the limited amount of playing that's been done in a week how much of the problem is an AI issue an how much is individual civs.

Just because YOU feel the AI should DoW there doesn't mean it's the right course of action, does it?
 
If people are looking for concrete suggestions, I could imagine a rule where a stronger unit could displace, without attacking, a weaker allied unit that's not in its own territory. So that would just let the attacking forces here move next to the city state and push the "allies" out of the way.

That seems a lot simpler than trying to make up rules for when an AI player should or shouldn't decide that it is being "blocked" and declare war as a result. Maybe that system would just end up being manipulated to get the AI to declare wars.
 
Right. People back down a lot, because war is so destructive. So why are some people here demanding that the AI must declare war if blocked from where it wants to go, even when it doesn't wish to be at war with you? It just seems bizarre.

It probably shouldn't just have its units stand around and stare at the blockaded cities for the whole game, though. I had a similar situation with Ramses, and for over 100 turns (Marathon) he would pace units around the city-state, looking at my units, and occasionally hit the city-state with a trebuchet, but generally doing nothing useful. It should either attack, or send its units elsewhere.
 
Just because YOU feel the AI should DoW there doesn't mean it's the right course of action, does it?

Well, at the very least it should notice that you are blockading and request that you move your units. Whether your refusal to move is grounds for war is more complicated.
 
I just had a similar situation in an England game. This was due entirely to the AI's stupidity though, I didn't even have to help. On about turn 50ish, China declared war on a CS and sent in the troops. They proceeded to sweep the board with the defending units and bombard the city itself down to the point where a lowly scout could walk in and take it.

Problem is... they never did. I saw a swordsman or 2 on the fringes of my fog of war (I was allied with the CS) but they never actually sent the front-line fighter to actually take the city, so they continued to bombard it for the rest of the game. When I won by spaceship in 19xx, little Kuala Lumpur was still surrounded by chu-ko-nu's and sitting at 1hp.

This is AI stupidity at its best. They turned a 2 turn invasion into a 4000 year war because they didn't realize that ranged units can't take a city. :confused:
 
I simply want a game where it is hard work to win on Prince and the higher difficulty levels are something to aspire to. (or may never be reached for Prince players). Exactly how one makes that happen that is comprehensive and well-rounded, I have no idea.
 
Some minor additions:
-It's not just the AI that has issues with being abused by blocking, the AI will unintentionally do it to you too. Along with them requesting you to move, I'd like to request them to move/allow you thru. Haven't you ever had the case of an AI warrior fortifying cause it's too chicken to attack a barb camp nearby and he happens to sit on the only path? Or allied workers blocking your army?

-Not only can you block with cheap units, you can block with workers. Blocking their settler with a warrior makes some sense, if abusable. Blocking a pass with 1-2 workers doesn't. I think the game should allow stacking 1 combat/1 noncombat among friendlies, not just your own units.
edit: oops, tired, just noticed that'd end the warrior block, but not the worker :P But allowing 2 noncombat upt allows multiworkers...bleh.

-The pathing AI is not so good, regardless of what it wants to do with the units. I watched a scout on automove go back and forth running into the same mountain on the edge of a civ border for 5 turns before I took it over. It should have either repathed around the civ (there was a visible route) or detected the stall and given me back manual control for new orders.

-It canceling automove when it's target tile 10 turns out has a unit occupy it is sooo annoying. Like another poster noted, I had to give up on giving movements turns out for large groups and just manually move starting from the front every turn.
 
I worked on better ai for fall from heaven. I'm reading the mod guide, and plan to start work immediately on better ai for civ 5
 
I worked on better ai for fall from heaven. I'm reading the mod guide, and plan to start work immediately on better ai for civ 5
And all the while you work for free, people responsible for that job at the first place are congratulating each other on the "good work" and proceed to count the money and gloat how uberroxorz they are, 'cause they are "programmers for Civ5, let's score some chicks on this one".
:mad:
That's the single thing I hate the most - people taking credit and money for free and voluntary work of others...
 
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