There are some AI solutions for this. For one, it would be easy enough to have the AI detect this kind of protection scenario...then deal with it by attacking the protector. Plus, the AI really needs to play more to win and more to not lose (which was supposed to be the case). If the one civ already rolled everyone else in the game, WHY would it leave weak player alone instead of finishing off the win? Obviously the AI is not checking for alternate victory conditions (if one assumes the AI is going for space or something and leaves the player around since he's zero threat).
What the AI is doing now:
Oh hey a war. Hey that guy has a city over there. Let's send some random units in its general direction and see what happens. Oh hey there is a friendly unit blocking that tile. Let's see if I can just walk around the city...
What the AI *should* be doing:
Oh hey a war. Let's see, he has three cities. City A is the nearest so I'm going to attack that first. Now let's see, there is a mountain pass that will take ages to get my units through and is probably defended. There's also an ocean route to some unclaimed land near A. Let's start by securing the mountain pass. Send some units specifically useful for that purpose (i.e. artillery and foot units with defense bonuses). Make sure to secure enough land on the other side. In parallel, send some warships to patrol the sea route. Once both paths have been secured, send the two main invasion forces. Remember every time they are cut off by friendly soldiers. If it happens too often, kindly ask that foreign power to make way. If it refuses, declare war because they are clearly sabotaging our own war efforts. Once the obstruction has been cleared, set up artillery to fire on the city and advance with foot units. Have ranged support in case he puts up a fight. Etc.
I doubt most human players do that so fat chance the AI will for a long long time. I think civ AI's for war will have reached a pinacle with BTS becuase it was easy to program - Put troops in a stack and head for a city -. Moving individual units will be much harder for the AI to co-ordinate. I notice it leave its long range units quite open.
I doubt most human players do that so fat chance the AI will for a long long time. I think civ AI's for war will have reached a pinacle with BTS becuase it was easy to program - Put troops in a stack and head for a city -. Moving individual units will be much harder for the AI to co-ordinate. I notice it leave its long range units quite open.
Seconded. I'm no programmer but there must be a way to edit the code so that AIs recognize that another civilization's units are blocking their path to the city, and then the AI contacts you to basically ask you to get the heck out of the way, and if you don't comply, you suffer serious dip in relations with that civilization for every turn until relations deteriorate so badly that the AI declares war on you.
Give it a rest already. We know you don't like 1upt. Most of the rest of us really like it. War is more fun than before. You've lost this fight.The answer would be to remove 1upt;
Yes, we all knew inevitably that 1upt would lead to potential for blocking exploits.never have one unit per tile in the game in the first place as anyone realistically knew things like this would result.
My best guess would be to treat you having units in a city-state as if you were supporting them. Not quite as bad as going to war over it, but close enough that you're feeling heat, and should start thinking about getting out or going all-out.
There's no reason that the AI can't use that same set of tactics. Send fast units out wide, weaken the victim, THEN come down like the wrath of God with the melee and the siege.
They also sent fast units to pillage.