Taefin
Prince
- Joined
- Nov 28, 2020
- Messages
- 459
Hmm I disagree with that, Civ a.i. has to deal with stuff like loyalty and food and unit upkeep, but Humankind a.i. just rides on without feeding its population or caring about paying troops or stability. Of course without the bonuses a.i.s would be worse both games.
I don’t recall Civ6 AI managing these. I only played one game post April, but they seemed to lose cities to stability unless a governor would prevent it, and they generally struggled to maintain a large army (let alone use one).
I don’t know that the improvement to HK is about the AI being any smarter, but to me it seems that HK makes a few technical changes that play to the AI’s favor.
-4 tile movement means units don’t need to plan 2 turns ahead to make tactical decisions in battle. As a result it is ever so sightly harder to use range units to destroy the entire AI army at a chore point.
-their bonuses actually directly help with fame, unlike Civ6 win conditions.
-improvements don’t require builders, a bridge too far for modern 4X AI.
-War support and sieges make conquest by AI possible and likely.
Now of course, HK introduces mechanics that unduly limit its own AI:
-Battles result in 100% casualties.
-Some key techs are not reached (homeland is in an awkward part of the tree but is essential to resist player aggression).
The parts of HK AI that seem most impressive to me:
-Does a half decent job picking battles on the main map. Still tons of unforced errors.
-Does sometimes go on defensive stance in battles if the terrain is stacked against the offense.
-Rushes units early game.