Is AI still brain dead?

I only play at King level (I guess I'm not a fanatic), but all I need to win against the AI players is 1 x cattle.

1 x cattle --> Great Zimbabwe --> add a spy and create irresistible AI spy trap --> create 3x promotion spies --> easily bring AI rocketry to a juddering halt --> build spaceship

I enjoy it but it's not a challenge.
 
Certainly they were playing poorly. However, it was on Prince level and the AI did what had to be done. Impressed with the AI there.

There’s a difference between good in a set piece of gameplay, and good at an overall strategy.

The AI has next to none of the second, and that’s why it’s so bad, and failing to provide actual rivalry.

It would be great if they expanded on the leader traits, make them dictate their gameplay decisions above and beyond diplomacy. Instead, what we get is perhaps a slight focus on one victory type above others, but mostly a scrambled selection of sub optimal builds almost randomly chosen from what they’ve researched (again almost randomly)

And then there’s the district system and how the AI handles tiles in general, in movement, placement and priority.

The only reason the AI is capable of performing on prince and above is because of the yield bonuses it gets to counter the fact that it doesn’t understand the yields that dictate the gameplay. It’s like playing against someone that doesn’t care, and giving them a handicap to keep them interested by artificially giving them a sense of accomplishment

I could rage on and on, and I understand it’s a very hard thing to do, but it’s done particularly badly in Civ games
 
There’s a difference between good in a set piece of gameplay, and good at an overall strategy.

The AI has next to none of the second, and that’s why it’s so bad, and failing to provide actual rivalry.

It would be great if they expanded on the leader traits, make them dictate their gameplay decisions above and beyond diplomacy. Instead, what we get is perhaps a slight focus on one victory type above others, but mostly a scrambled selection of sub optimal builds almost randomly chosen from what they’ve researched (again almost randomly)

And then there’s the district system and how the AI handles tiles in general, in movement, placement and priority.

The only reason the AI is capable of performing on prince and above is because of the yield bonuses it gets to counter the fact that it doesn’t understand the yields that dictate the gameplay. It’s like playing against someone that doesn’t care, and giving them a handicap to keep them interested by artificially giving them a sense of accomplishment

I could rage on and on, and I understand it’s a very hard thing to do, but it’s done particularly badly in Civ games
At first I thought: "If some leaders ALWAYS went for science, religious etc victory, then it would also be a bit boring?"... but I can see how that would improve the AI. The leaders are already setup to a certain playstyle via UU, UB, UA and whatever, so I'd actually prefer that Korea always went for science and a long game. It would take some of the stupidity out of the AI I guess. It doesn't have to focus on all possible scenarios, just that one.

Having said that, I dont have much problems with the current diplomatic AI - I didn't expect any better. My big problem is with the tactical AI. If the AI has +5 units at your city and you have none - why is it just jumping around for 10 turns before he eventually retreats because you got units over there? It's so stupid. If the AI had planned to attack, and declared war, then it should commit to that decision and attack.

Even more stupid is when it has attacked your city and all it needs is a melee unit to take it next turn... and then the AI asks for peace and give you a ton of resources. This can make me quit the game.
 
Certainly they were playing poorly. However, it was on Prince level and the AI did what had to be done. Impressed with the AI there.

They're not actually playing on Prince, if you look at the first video around 9:00 they open the game options menu and show they're playing on Emperor. There was a cut between the last shot of the game setup menu and the start which may have implied that they were playing on Prince, but the game menu shows difficulty 6 at 9:00.
 
In the tale of AI not being the best: In the last stream on Mapuche Brazil is attacking a free city but has absolutely no melee units available to take it should it be successful.....
 
There’s a difference between good in a set piece of gameplay, and good at an overall strategy.

The AI has next to none of the second, and that’s why it’s so bad, and failing to provide actual rivalry.

Doesn't seem that AI is much better with R&F.

In the tale of AI not being the best: In the last stream on Mapuche Brazil is attacking a free city but has absolutely no melee units available to take it should it be successful.....

Is this silliness still occurring in R&F?
 
The AI is much better with Rise and Fall (and I assume the patch that came to vanilla). They will capture your cities if you're not careful. They're no Genghis Khan, but they're a threat now.

There's no way a civ AI will ever be as good as a human. But they're much better now, and it adds a lot to the game.
 
'More' doesnt systematicly means 'Better'. Espescially for complex subject like the Civ6 AI, which seems to based on behaviors trees. I think the talent of AI guy and his knowledge of the game matter a lot. At least I hope he has some support and the testers help him improve his behaviors trees by setting up good test scenarios and giving him good feedback. But not sure. From what I have read in the AI mods forum here, there are still lot of blurred area with strange things like the operations which stop suddenly sometimes, definetly not enough test have been done in this case.

Regarding the AI comparison with Civ3&4 I agree with you 100% : what people seek is not an unbeatable AI, it is just an AI who will give sense to the game, by at least being able to punish the player error and threat him credibly, like it was the case in the previous pre-1UPT games.

True, just adding more AI programmers wouldn't be an improvement if they weren't similarly skilled. They couldn't just go to the University of Maryland and hire a bunch of graduates right of out college and put them on AI, and expect it to improve. But, I'm sure they could afford to hire an experienced AI developer, and given the length of time a Civ game is in development, they also could afford to train someone who is experienced in other areas of development to be an additional AI developer by the time the next game comes out (now Civ 7, but they had the time to do it for Civ 6 as well). There's enough complexity to keep more than one skilled AI developer busy.

The AI is much better with Rise and Fall (and I assume the patch that came to vanilla). They will capture your cities if you're not careful. They're no Genghis Khan, but they're a threat now.

There's no way a civ AI will ever be as good as a human. But they're much better now, and it adds a lot to the game.

That's good to hear. I saw AI improvements mentioned in the patch notes and hoped that would prove to be the case. Thought about trying it out over the free weekend, but decided to wait for AI reviews and jump into Cities: Skylines instead.
 
The AI is much better with Rise and Fall (and I assume the patch that came to vanilla). They will capture your cities if you're not careful. They're no Genghis Khan, but they're a threat now.

The AI's still mostly dreadful, but as I posted in the R&F General Discussion thread, it can do this:

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Unfortunately I have no military and my Dutch unique ships take forever to build - my plan is to get a few of those up and running along with ground forces, become suzerain of Tana (Amani's already on her way) and levy its army, and eventually take Leiden back (and then Tana, to get better loyalty and connectivity to my own empire) - but Korea's already the leader, will be getting a good city, and thanks to my failure to complete an emergency when it took Bandar (another impressive AI feat - I got there expecting an easy capture, only to find it defended by multiple caravels and frigates), has endless gold.
 
Regarding the vanilla patch:

I decided to work out if the AI could take cities with walls now. I used the following setup:

* Domination victory only
* Duel size map
* Pangaea
* Information era start
* Deity difficulty
* Online speed
* Aztec opponent
* Delete all starting units except for rangers and one settler, found only one city
* Declare war immediately upon meeting the opponent
* Do not build a military or fire with city attacks

Test One:

Turn 208: Start
Turn 223: Meet Aztecs, declare war
Turn 247: Aztec worker spotted, wanders into range of city guns
Turn 249: Aztec infantry escorting settler approaches border
Turn 250: Aztec infantry escorting settler moves into border, outside of city strike range. Second infantry shows up.

Game ends because I forgot to turn off the turn limit. Oops. Let's try that again.

Test Two:

Turn 208: Start
Turn 215: Meet Aztecs, declare war
Turn 228: Aztecs complete the Space Race Project, Earth Satellite
Turn 242: Aztecs build a city bordering mine
Turn 242: Aztecs have sent two infantry and a machinegun corps to attack my allied city state, Armagh
Turn 247: The city state is shooting them. A rocket artillery arrives at Armagh.
Turn 248: The rocket artillery is next to Armagh, now on 40% health.
Turn 250: The rocket artillery retreats on 10% health. Armagh stil unscathed. A settler and a machinegun have appeared on my border.
Turn 251: The machinegun corps is just sitting next to Armagh, not shooting. The machinegun enters my borders.
Turn 252: The machinegun in my territory retreats. A ranger approaches Armagh, the machinegun corps retreats from it. The ranger is shot to 10% health.
Turn 253: The Aztecs nuke Armagh from a bomber. An Aztec settler moves unescorted to 2 hexes from my city. It's shielded from attack by a forest, though.
Turn 254: The settler retreats. An armada of submarines approaches Armagh.
Turn 257: A machinegun corps enters my borders.
Turn 258: The machinegun corps is now adjacent to my city. An Aztec jet bomber bombs my city to 40% defenses.
Turn 259: The machinegun corps moves to a different hex, still adjacent to my city.
Turn 260: The machinegun corps moves away from my city.
Turn 261: An Aztec Modern Armour Army shows up on my border.
Turn 264: Two jet bombers bomb my city down to 10% health. An infantry enters my borders.
Turn 267: My city has by now healed to about 40% health. Still seeing Modern Armour on the border. I contemplate building the "repair outer defenses" project, but decide it would be unsporting.
Turn 268: Two Jet Bombers and an armada of nuclear submarines bombard my city to 10% health. (or more accurately, to 0% then it heals to 10% at the start of the turn)
Turn 269: Two Jet Bombers and an armada of nuclear submarines bombard my city to 10% health. A mechanised infantry enters my borders.
Turn 270: A Jet Bomber bombs my city. The mechanised infantry has stopped two hexes from the city.
Turn 271: The Aztecs have landed on the moon. No attacks on my city though.
Turn 272: Two bombers hit the city again.
Turn 273: Two bombers and the sub armada bombard the city again. The mechanised infantry is still sitting, unmoving, where it has been for the last three turns. It has been joined by a worker.
Turn 274: Another bomber strike. A rocket artillery army has appeared on the border.
Turn 275: More bombardment. The mechanised infantry and rocket artillery begin to move away.
Turn 276: More bombardment. Incidentally, Armagh is still at 0% health and defenses, despite having a population of 13. Is there some bug where nuked city health doesn't display or regenerate or something?
Turn 279: Aztecs build a Mars Reactor. Bombardment continues from Jet Bombers and subs.
Turn 280: Aztec territory now borders mine on three sides. Their trade roads go through my territory.
Turn 281: Capital is conquered by a modern armour army that had been sitting idle for five turns.

It doesn't look good, guys. The AI still seems to have a weird aversion to melee attacks on cities, even completely undefended ones.
 
The AI is, at least, capable of rushing the player quite reasonably. Turn 25 in an inmortal game, I had 7 mongol warriors and 2 slingers at the doors of my city. I barely had time to build a cree scout, a worker, a settler and a slinger (in that order) and settle my second city nearby by that point.

The starting warrior, the slinger, the scout and a second slinger I bought as soon as I saw Gengis Khan horde were enough to fend him out without losing any units (terrain advantage was certainly on my side, though), so it seems it's still not that great. The AI should have rushed to kill my units OR my city without caring about loses to make full use of its numeric superiority, but instead cycled them when they were bellow half life, and never attacked the city through the river.

As soon as I finished fending them off, my southern neighbour (Pedro II) declared war on me, this time with a much more powerful army (it included archers), but by that time I had founded my 3rd city, promoted my 2 slingers to archers (at level 1 and 2) and built another, so I signed peace with Gengis Khan for a buch of money and used that money to purchase another archer. The scout was key at avoiding first strikes from enemy archers - at that level one shot from those can leave your unit almost dead.
While the AI did a bit better than usual, it still had trouble using archers effectively to capture cities, though. It had 2 archers and a warrior near my 3rd city (the one I bought the archer on), and it never ever tried to both attack it with the archers or the warrior, it was usually 1 or 2 of the 3. So between the innate healing of the city and the archer I had bought in it they managed to kill all three.

Lategame, though, it is silly. The IA has a lot of issues focus firing on units to finish them off, and for some reason Peter (Russia) was buying cavalries and warrior monks against my three machine guns, two frigates and tank. It was fairly easy to take a bunch of cities before having to sign for peace becasue conquering him was taking an inordinate amount of time due to his cities survability and I was headed off for a dark age.
 
Early on they can be nasty, got pounded by Sumeria's warcarts while I was busy wondering how to best set up my Seowans.
But once you're passed the first stages they are as weak as before. Still see them embark units right in front of my navy that is bombarding their cities.
 
Regarding the vanilla patch:

I decided to work out if the AI could take cities with walls now. I used the following setup:

* Domination victory only
* Duel size map
* Pangaea
* Information era start
* Deity difficulty
* Online speed
* Aztec opponent
* Delete all starting units except for rangers and one settler, found only one city
* Declare war immediately upon meeting the opponent
* Do not build a military or fire with city attacks

Test One:

Turn 208: Start
Turn 223: Meet Aztecs, declare war
Turn 247: Aztec worker spotted, wanders into range of city guns
Turn 249: Aztec infantry escorting settler approaches border
Turn 250: Aztec infantry escorting settler moves into border, outside of city strike range. Second infantry shows up.

Game ends because I forgot to turn off the turn limit. Oops. Let's try that again.

Test Two:

Turn 208: Start
Turn 215: Meet Aztecs, declare war
Turn 228: Aztecs complete the Space Race Project, Earth Satellite
Turn 242: Aztecs build a city bordering mine
Turn 242: Aztecs have sent two infantry and a machinegun corps to attack my allied city state, Armagh
Turn 247: The city state is shooting them. A rocket artillery arrives at Armagh.
Turn 248: The rocket artillery is next to Armagh, now on 40% health.
Turn 250: The rocket artillery retreats on 10% health. Armagh stil unscathed. A settler and a machinegun have appeared on my border.
Turn 251: The machinegun corps is just sitting next to Armagh, not shooting. The machinegun enters my borders.
Turn 252: The machinegun in my territory retreats. A ranger approaches Armagh, the machinegun corps retreats from it. The ranger is shot to 10% health.
Turn 253: The Aztecs nuke Armagh from a bomber. An Aztec settler moves unescorted to 2 hexes from my city. It's shielded from attack by a forest, though.
Turn 254: The settler retreats. An armada of submarines approaches Armagh.
Turn 257: A machinegun corps enters my borders.
Turn 258: The machinegun corps is now adjacent to my city. An Aztec jet bomber bombs my city to 40% defenses.
Turn 259: The machinegun corps moves to a different hex, still adjacent to my city.
Turn 260: The machinegun corps moves away from my city.
Turn 261: An Aztec Modern Armour Army shows up on my border.
Turn 264: Two jet bombers bomb my city down to 10% health. An infantry enters my borders.
Turn 267: My city has by now healed to about 40% health. Still seeing Modern Armour on the border. I contemplate building the "repair outer defenses" project, but decide it would be unsporting.
Turn 268: Two Jet Bombers and an armada of nuclear submarines bombard my city to 10% health. (or more accurately, to 0% then it heals to 10% at the start of the turn)
Turn 269: Two Jet Bombers and an armada of nuclear submarines bombard my city to 10% health. A mechanised infantry enters my borders.
Turn 270: A Jet Bomber bombs my city. The mechanised infantry has stopped two hexes from the city.
Turn 271: The Aztecs have landed on the moon. No attacks on my city though.
Turn 272: Two bombers hit the city again.
Turn 273: Two bombers and the sub armada bombard the city again. The mechanised infantry is still sitting, unmoving, where it has been for the last three turns. It has been joined by a worker.
Turn 274: Another bomber strike. A rocket artillery army has appeared on the border.
Turn 275: More bombardment. The mechanised infantry and rocket artillery begin to move away.
Turn 276: More bombardment. Incidentally, Armagh is still at 0% health and defenses, despite having a population of 13. Is there some bug where nuked city health doesn't display or regenerate or something?
Turn 279: Aztecs build a Mars Reactor. Bombardment continues from Jet Bombers and subs.
Turn 280: Aztec territory now borders mine on three sides. Their trade roads go through my territory.
Turn 281: Capital is conquered by a modern armour army that had been sitting idle for five turns.

It doesn't look good, guys. The AI still seems to have a weird aversion to melee attacks on cities, even completely undefended ones.

I've never yet seen the AI even build bombers, let alone use them - that at least seems to be an upgrade.
 
If the AI is not a challenge for you against 12 or so civs on mickey mouse size
maps, try playing against 30 civs on a ludicrous size map and see how you go.
Some civs will blunder, but the others will make you work hard for a win.
 
Unfortunately I have no military and my Dutch unique ships take forever to build - my plan is to get a few of those up and running along with ground forces, become suzerain of Tana (Amani's already on her way) and levy its army, and eventually take Leiden back (and then Tana, to get better loyalty and connectivity to my own empire) - but Korea's already the leader, will be getting a good city, and thanks to my failure to complete an emergency when it took Bandar (another impressive AI feat - I got there expecting an easy capture, only to find it defended by multiple caravels and frigates), has endless gold.

That's the kind of thing that I think really enhances the game. Even if the AI still occasionally makes mistakes like getting picked off while on the march, or other things like that, it now poses a threat. At least from my own previous experience, the threat wasn't really as noticeable since they'd often turn back instead of going for the killing blow. Now though, I no longer feel safe. When a war gets declared on me, I don't want to risk relying on a token force of archers or just having walls to keep me protected. I have to be careful.

The AI is capable of organizing an effective city assault when given the chance, and per your example they're able to defend their own cities decently enough that it's not a simple matter anymore to capture their cities.

In addition to that, I saw in your screenshot that a city state was helping the AI. That's something I've noticed too in the new patch, I had made the same assumption that liberating a city state would be easy. Instead the AI defended it well, and their city-state ally Preslav razed my ally Babylon. I was actually really concerned about Preslav's army. They had a lot of swordsmen and were heading my way next. I rushed to make peace with Gitarja since I didn't want my cities to fall too. There's a level of excitement about the AI threat that I haven't felt much before. Players who go for a warmongering run probably won't be as concerned, but whenever I play peacefully (most of the time) I'm a lot more more careful. Looking forward to seeing how modders and future patches make it better too :)
 
The AI in Rise and Fall doesn't seem any different to me. That is to say, pretty much useless.

King level Saladin surprise declared on me of his own accord and timing, I had done nothing to him. He attacked with a few helicopters, then did nothing else except send lone convoy support units at my capital. Keep in mind those things cost over 1,000 gold and he was buying them every turn until he was dead. :crazyeye: His GPT when he declared was >400, he had a huge fortune and most of the continent, but he never replaced his helicopters after he lost them. I exterminated him with 4 land units (in armies) and he was my level in tech. He didn't even try to defend himself, he kept all of his forces inside his city hexes so he couldn't even buy anything except support convoys that he kindly delivered to my capital.

If the AI is not a challenge for you against 12 or so civs on mickey mouse size
maps, try playing against 30 civs on a ludicrous size map and see how you go.
Some civs will blunder, but the others will make you work hard for a win.

I prefer huge maps, but in my opinion huge maps makes it even easier to deal with the AI. It doesn't build well, optimize well, and places cities in extremely poor locations even though half the map around it is empty. Small maps benefit the AI because it can at least bum-rush you if you try to tech up or expand too aggressively without protecting yourself.
 
That's the kind of thing that I think really enhances the game. Even if the AI still occasionally makes mistakes like getting picked off while on the march, or other things like that, it now poses a threat. At least from my own previous experience, the threat wasn't really as noticeable since they'd often turn back instead of going for the killing blow. Now though, I no longer feel safe. When a war gets declared on me, I don't want to risk relying on a token force of archers or just having walls to keep me protected. I have to be careful.

The one caveat to all this is that this is where I ended the session - it's entirely possible that that cavalry will sit around dumbly and not attack, or just move off. The battering ram placement, while impressive insofar as the AI's now building them, isn't great either.

The thing that I find most interesting and encouraging, given my assorted complaints about the lack of strategy in Civ VI, is that this all stems from a clear strategic mistake I made several turns earlier, and the AI is actively punishing me for it. Alexander had offered a joint war with Saladin - I didn't especially need it and still have no military, but he is my closest neighbour (and with my settlement options on other continents removed as the cities I wanted to settle were taken, I have the Casa de Concepcion as an incentive to take cities on other continents by force) and that would make both Gorgo and Alexander happy. At that point I was still expecting to be able to settle the Barrier Reef, in which case I would have needed a cultural alliance with Alex for long enough for the city to establish and grow.

Korea - who had been friendly but I'd neglected to declare or ally with - was upset with my unnecessary warmongering, but I paid that little attention given routine AI messages and denunciations with no follow-through. Hence not building the wall in time - I started it only when I saw Hwachas on my doorstep.

Ultimately, then, I'm losing Leiden as a result of starting a war I didn't need and not managing my relations with Korea effectively - as I should have since they're the only civ I share a continent with. Even the diplomacy makes sense, a rarity in a world where Saladin keeps shouting at me for not having enough population and Tamar denounces me for a shortage of walls (I'll grant that she could have a point in this case).

EDIT: Then this happened.

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I felt rather cheated after devoting thought as to my next moves after it was captured. Unfortunately, though Korea withdrew and its battering ram knights kept wandering around aimlessly, after a few turns shuffling Swordsmen about and losing two, Tana finally moved in and razed the city.

Maybe the AI civs don't raze (I don't think I've seen them do so) but Korea didn't want the city in that precise spot, so the Korean AI didn't know what to do?

Unfortunately I'm now in a Dark Age, otherwise I'd annex Antananarivo and rebuild Leiden.

The AI is capable of organizing an effective city assault when given the chance, and per your example they're able to defend their own cities decently enough that it's not a simple matter anymore to capture their cities.

Their target selection is also interesting. The AI very rarely goes for targets other than the capital - it's a longstanding weakness that they force through intervening areas heedless of the casualties they take on the way. If they can't hit the capital they usually simply don't attack. Obviously my capital's on another island. Maybe this is because Korea had wanted to settle this area (they had a settler - escorted by an archer - moving back and forth after I deliberately parked a warrior in its way. I may have simply been sitting on the particular spot it had decided to settle - not the one I chose, but it makes sense for the AI to choose one slightly closer to its other cities for the loyalty).

In addition to that, I saw in your screenshot that a city state was helping the AI. That's something I've noticed too in the new patch, I had made the same assumption that liberating a city state would be easy. Instead the AI defended it well, and their city-state ally Preslav razed my ally Babylon. I was actually really concerned about Preslav's army. They had a lot of swordsmen and were heading my way next. I rushed to make peace with Gitarja since I didn't want my cities to fall too. There's a level of excitement about the AI threat that I haven't felt much before. Players who go for a warmongering run probably won't be as concerned, but whenever I play peacefully (most of the time) I'm a lot more more careful. Looking forward to seeing how modders and future patches make it better too :)

I've had city states aggressively support their AIs in war, but rarely in Civ VI - it was much commoner in Civ V, including the AI's apparent strategic use of city states within or close to enemy territory. I found to my surprise that Armagh (on my home island) was allied with Saladin, so I now have a war there - nothing threatening, but I have an incentive to militarise so I can move in and raze it (it's a pretty useless snow city). Seondok became suzerain of Antananarivo (taking it from me) only shortly before the war - I'd like to think that was deliberate planning. I'd thought I'd sent Amani to it - which, when she arrived, would render it neutral - but remembered that I wasn't allowed to while it was at war with me.

I prefer huge maps, but in my opinion huge maps makes it even easier to deal with the AI. It doesn't build well, optimize well, and places cities in extremely poor locations even though half the map around it is empty. Small maps benefit the AI because it can at least bum-rush you if you try to tech up or expand too aggressively without protecting yourself.

I haven't run across issues with AI city placement with the current patch, which the loyalty system appears to have improved, though admittedly I don't pay a great deal of attention to AI city placement. Multiple times the AI has settled the specific spots I was aiming for, and where it differs by a tile or two that can usually be explained by that tile exerting more loyalty pressure in their favour. It now actively settles natural wonders, though doesn't prioritise them as highly as it should (in my current game Macedon left the barrier reef alone for far too long - but because it was out of reach for me due to loyalty concerns, the Georgians moved in). The AI will 'oversettle' and take terrible late spots just because there's room for a city, but it won't settle bad spots early.
 
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Lategame, though, it is silly. The AI has a lot of issues focus firing on units to finish them off, and for some reason Peter (Russia) was buying cavalries and warrior monks against my three machine guns, two frigates and tank. It was fairly easy to take a bunch of cities before having to sign for peace becasue conquering him was taking an inordinate amount of time due to his cities survability and I was headed off for a dark age.

Civ IV was much better late game than early because of large SODs. I think the Civ VI AI still has a long way to go before it can handle the 1upt - maybe decades?
 
I haven't run across issues with AI city placement with the current patch, which the loyalty system appears to have improved, though admittedly I don't pay a great deal of attention to AI city placement. Multiple times the AI has settled the specific spots I was aiming for, and where it differs by a tile or two that can usually be explained by that tile exerting more loyalty pressure in their favour. It now actively settles natural wonders, though doesn't prioritise them as highly as it should (in my current game Macedon left the barrier reef alone for far too long - but because it was out of reach for me due to loyalty concerns, the Georgians moved in). The AI will 'oversettle' and take terrible late spots just because there's room for a city, but it won't settle bad spots early.

King AI waltzed a settler across my empire and created a city on the coast exactly where I was going to place my third city. (Effectively building on both sides of my empire) It was in range of my 2nd city, and thanks to my governor the AI's lone city flipped simply from the influence of one city. :lol: The loyalty system is a big improvement and I'm very happy to have it, but the AI doesn't always respect it. Same game, a few eras later the AI created a new city on the coast on the opposite side of my empire, that one flipped nearly instantly.

Civ IV was much better late game than early because of large SODs. I think the Civ VI AI still has a long way to go before it can handle the 1upt - maybe decades?

Never played IV alas. But the issue with AI in VI is that it is programmed to leave a military unit in a city under attack. Which means it can't buy new military units. It doesn't attack with that unit either, I've taken cities with one melee unit even when the city had an identical tech unit garrisoned. That garrisoned unit sits there even on the turn before the city is about to be taken, the AI neither attacks nor tries to save the unit, nor moves it to buy additional forces. AI that have three times my GPT die because they will only go on the offense if they have a larger force. AI will not harass, nor will it engage in a war of attrition, throwing away easily replaceable units that it can afford to buy dozens of when the attacking player can't even afford a proper attacking army.

Most annoying of all is the AI still moves units into water tiles to attack you. Persia had something around 5x artillery units. I sent a two battleships to its capital and took it, because it moved all of its artillery and melee forces into the water tiles instead of bombarding my ships. Honestly I think the AI is so bad because Firaxis wants players to have an easy, fun time of killing them. Thankfully if I want to get my butt kicked, I can just fire up Stellaris. :borg:

Come to think of it, I've never seen an AI create a 3-unit army, stacked with both a general and a support unit. The AI is too busy solo attacking with its great people to combine them with armed forces. The AI spent 50-something turns before it actually captured this city-state, and it's obvious to see why.

phzjEd7.jpg
 
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