Is C2C meant to be played with or without agressive AI?

I do not play with it, but if you like to put yourself a challenge it probably would be a good idea ;)
 
I'm used to playing with it on, but I recently read that the AI in latest c2c might not handle it too well, and I have seen them build all too many healer
 
I'm used to playing with it on, but I recently read that the AI in latest c2c might not handle it too well, and I have seen them build all too many healer

Well then, that would make for a perfect way to get it to work next time then, huh, just report ALL the bugs and next time you will get the response you need, hows that.

As far as i know it works??
 
If I remember well, in Agressive, they build less Wonders, and in the long term, it's bad for them.

Well its like the BUG hints say, if you dont plan on going to war alot and i mean alot then dont pick aggressive behavior. And in war the AI will always pick units over buildings/wonders etc etc.
 
Well then, that would make for a perfect way to get it to work next time then, huh, just report ALL the bugs and next time you will get the response you need, hows that.

As far as i know it works??

It is not uncommon for mods to be made with certain settings in mind, so I stand by my question as fair. The AI have more healers than I would have built, but I don't know if it's a bug.

The hint about agressive, isn't that about the trait, not the AI option?

Anyway, from the responses (Thanks :)), I gather there's no real downside to using aggressive AI.
 
I'm used to playing with it on, but I recently read that the AI in latest c2c might not handle it too well, and I have seen them build all too many healer

How much is too many healers? The AI will put several healers in a stack to keep the stack healthy and moving forward in it's quest for conquest. Same for it's cities for it's overall health and disease control.

Aggressive AI Option was built with the idea of more battles, less Diplomacy, and not towards making the end game. So fight, fight, and fight some more. The AI for this purpose does well enough.

JosEPh
 
How much is too many healers? The AI will put several healers in a stack to keep the stack healthy and moving forward in it's quest for conquest. Same for it's cities for it's overall health and disease control.

Aggressive AI Option was built with the idea of more battles, less Diplomacy, and not towards making the end game. So fight, fight, and fight some more. The AI for this purpose does well enough.

JosEPh

I agree, it should take about 4-6 healers in each city, and then like Joe said above.
 
It is not uncommon for mods to be made with certain settings in mind, so I stand by my question as fair.

Well, good question, and I think you are right, there is one option that fits this mod perfectly: don't use "Aggressive AI" but the "Ruthless AI" option instead.
It combines the aggressiveness with opportunism, which means the AI won't do as many stupid things but always try to topple you as well... as economically advancing faster than in "Aggressive AI" at the same time, too.
 
I would not go so far as to say 'intended' to be played with, or without, but when I do AI work I always do so without those options, and in general using them hurts the AI in terms of its economic growth, so he result may be more fights early on, but less likelihood of a super power opponent later in th game. Personally I don't use them.
 
I would not go so far as to say 'intended' to be played with, or without, but when I do AI work I always do so without those options, and in general using them hurts the AI in terms of its economic growth, so he result may be more fights early on, but less likelihood of a super power opponent later in th game. Personally I don't use them.

That's exactly the kind of information I was looking for, thanks!

The AI uses lots of healer without agressive AI as well. In my enemies stacks, almost 50% of the units are healer!

That's what I noticed as well, often a third and sometimes nearly half healers. Of course I have no idea how AI-weighting is programmed, maybe it makes sense cost-wise.
 
That's exactly the kind of information I was looking for, thanks!



That's what I noticed as well, often a third and sometimes nearly half healers. Of course I have no idea how AI-weighting is programmed, maybe it makes sense cost-wise.

It's possible the healing ability s just over weighted generally. Turn Bbai logging on (in the BUG logging tab - turn it to level 3), play a session and save the resulting Bbai.log - it will have a record of everything built, and the pulse it was built for, as well as stats for how man of each ai type, and unit type each plate has in play. Should be fairly easy to see from that why its building so many...
 
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