I am resurrecting this thread to address some spit and polish issues as well as general suggestions that should help improve AI performance.
The old list can be seen below hidden in the spoiler section.
Below are current issues as of [1.0.1.383] As I'm not an AI programmer, these are written in lay person's POV
Changelog:
8/26/2011 - Old issues/solution in spoiler tab below / New & current issues/solutions shown below.
Economy
Issue:
AI governors believe tiles within a city radius needs improving and continue to suggest workers as an economic build choice even when the empire have enough workers and the tiles around a city are improved. This is likely the source of numerous reports from human players observing the AI having too many workers
Solutions
From my AI Puppet Empires - the Paper Tiger thread
Issues:
Solutions:
Tactical AI
Issue:
AI will rush in a defender and worker on a red-lined city which would have fallen regardless.
Solutions:
Issue:
When attacked and having their field armies destroyed, AI will feed in units piecemeal, instead of retreating remaining damaged units and mustering a force to counterattack. This hastens, collapse of AI empires.
Solutions:
Victory
Issue:
AI have a sticky cash problem - (they like to hold on to their cash far too much) This has led to the following scenarios.
Solutions:
The old list can be seen below hidden in the spoiler section.
Below are current issues as of [1.0.1.383] As I'm not an AI programmer, these are written in lay person's POV
Changelog:
8/26/2011 - Old issues/solution in spoiler tab below / New & current issues/solutions shown below.
Spoiler :
Please
Observations:
Military
Suggestions:
City States
Suggestions:
Diplomacy
Suggestions:
Problem:(NEW)
As I noted in this post, the AI has all the mechanisms to catch /spot what the player is doing but there are areas where it lacks coherence in specific situaitons which I suspect will come up quite often with 'human' player.
The situation:
- Player have Pact of co-operation, and open borders with Civ X, and have signed a secret treaty with Civ X against a much larger Civ Y which is threatening Civ X
- Player moves their troops inside Civ X's territory in hopes there will be an opportunity to jointly declare war against Civ Y or simply to protect Civ X from Y.
The Issue:
-Civ X will fail to look at the power balance, proximity of Civ Y and the deals at hand when evaluation relationships
- Civ X will see close military proximity as a threat (its a potential threat) but fails to consider mitigating treaties
- Civ X will see player aggression against weaker Civs a world away as a threat to itself (also logical generally, but not logical in this case)
Suggestions:
-Pact of military co-operation against <insert Civ here> as a pact in addition of pact of secrecy.
-This pact:
Errata - Issues from other Posters
Observations:
Military
- Injured units reliably pull back. So the bombard from a distance to stop an invading unit 'trick' works
- AI is often more concerned with 'zerg rushing' the front that keeping a cohesive line. If the frontline units are defeated, the AI will rush in auxillary units to continue the offensive (ie: sending in Anti-tank guns and even artillery right up to the enemy line)
- Ranged units are often left unprotected
- There is a lack of a cohesive 'front' when the battle is joined. The AI does a fine job of moving its troops up to borders where another Civ masses their troops often arrayed in an impressive line of infantry/pikes in front supported by cannons/ranged/catapults, but once the battle commences, discipline breaks down. Destroyed units are not replaced, units who survive rush forward. Range units are left exposed or as noted, are moved to where the dead front-line unit was, leaving them open for destruction
- AI doesn't understand naval power and air power and rarely move units overseas.
- (NEW)AI is often well aware when it's offensive units are running low. They can be counted to call up the Civ to ask for peace. An AI might acquiesce, but a human player sensing a chance to take AI cities will refuse.
Suggestions:
- Add certain randomness to AI behavior. Certain leaders may retreat unit with slight damage and play conservatively, while others may go all in.
- Allow for variations in AI behavior in unit management. Again through the use of conservative <-> agressive spectrum.
- Allow for variations even within certain playstyles. A conservative AI who pulls troops back and prefers to soften targets with Ranged may once in a while rush a target
- (not an AI programmer) - To Solve the oft reported 'Artillery left exposed and undefended' critcism, make ranged units have a certain stickyness to them so they move in close sync with other units deemed 'defenders of ranged units'. If none are nearby, these ranged units will then retreat
- Avoid falling into the 'zerg' trap of defense. Allow AI to plot and hold reserves of troops on DOW. It's amazing how little has changed since CivIII, where the AI could be reliably expected to throw all of its forces on the opening turns of a war and are subsequently left defenseless
- (NEW)When the AI realizes its troop count has fallen below a certain threshold, employ the ' Mother Russia' strategy, pull back all remaining forces, and force the other side to attack. The shortened supply lines will help in the defense of the empire, while the enemy's extended lines could cause strategic error and units to become isolated. This symmetrical shift in bonuses/penalties is strategically a good choice and preferable to losing every last unit and becoming completely defenseless.
City States
- City State AI is completely incapable of doing anything meaningful. They
do not or rarely support allies/master Civ in times of war. - Troops patrol aimlessly within their borders.
- Coastal City States reliably fail to build a navy of any kind. Only when they are gifted warships do they upgrade them. Even then, the ships, like the land units remain within their cultural borders.
- City States cannot mount of a serious attack on another city state, in the rare occasions where two go to war.
Suggestions:
- Allied City states should have automatic open borders with their masters, allowing them to move their troops to hotspots to help
- City states shouldn't be stuck as 'quest givers' and 'damsels in distress' and use its units to their advantage.
- Neutral CS can explore and have maps for purchase
- Military/Agressive CS may ask one Civ to attack another in return for allegiance
- Give CS production bonuses (if required) so they can field more potent military forces
Diplomacy
- Liberated Civs are often petulant and ungrateful. We have their UN vote but it doesnt feel like they want to do it.
- While role-playing leaders ala the ones found in Civ4 are gone, the scheming aggressive leaders found in Civ3 which the AI most closely resemble lack the ruthlessness of the old Civ3 AI.
- There is a lack of nuance in AI behavior. It generally seems to be between 'tolerable' and 'hostile' as the two working modes of the AI. This leads to shallow diplomacy.
- (NEW)AI X is at war with AI Y. I talk to the leader of Y. And leader refuses to
1) Sign secret pact against X,
2) Refuses to discussing me declaring war on them
3) When I exit the 'discuss' option and go back to trade, and offered to declare war on X and ask whim what he would offer, AI replies "That is not even close to a fair deal"
Suggestions:
- (gameplay) Return the flexible trade tables allowed in CivIII. ALLOW lumpsum for GPT deals
- Allow more flexible deal terms for non-standard trades. of 10,20,30 turn durations (ie: 100 gold to AI in exchange for 6 gpt for 20 turns)
- Allow interest/arbitrage values to be calculated (if it isn't already by calculated) by the diplomatic AI to support meaningful trade and further enhance the central important of 'gold' in the game.
- Liberated Civs, should be friendly.
- Give AI civs the appropriate range of behavior to support the banter in-game (friendly/pleased/cautious/hostile). As I described in this post.
That's probably what people complain about, they play to win so they treat everyone as a potential enemy.
But here's the salient difference. The CivIII AI was ruthless and was often described like 'a pack of dogs'. It was completely ruthless and wonderful. But in that game you can really buddy up withb an AI if there's common interest and be on fantastic terms with them. There's that feeling of alliance and friendship or working towards a goal (maybe both of you want to beat down a more powerful 3rd Civ).
Though the Civ5 AI does offer quite a few suggestions on who to form pacts of 'secrecy' against they are often running their own agenda, and when you work with them, you're treated like a disposable ally. It feels like you're completely alone in Civ5, and I think that's what people are reporting back when they mean the AI is ganging up on the humans.
- (NEW)When AI is at war, adjust script so that they are willing to sign secret pacts against agressor and will accept offers to go war with a gold payment.
Problem:(NEW)
As I noted in this post, the AI has all the mechanisms to catch /spot what the player is doing but there are areas where it lacks coherence in specific situaitons which I suspect will come up quite often with 'human' player.
The situation:
- Player have Pact of co-operation, and open borders with Civ X, and have signed a secret treaty with Civ X against a much larger Civ Y which is threatening Civ X
- Player moves their troops inside Civ X's territory in hopes there will be an opportunity to jointly declare war against Civ Y or simply to protect Civ X from Y.
The Issue:
-Civ X will fail to look at the power balance, proximity of Civ Y and the deals at hand when evaluation relationships
- Civ X will see close military proximity as a threat (its a potential threat) but fails to consider mitigating treaties
- Civ X will see player aggression against weaker Civs a world away as a threat to itself (also logical generally, but not logical in this case)
Suggestions:
-Pact of military co-operation against <insert Civ here> as a pact in addition of pact of secrecy.
-This pact:
- Is public. AI will see a global announcement. Human players can also see it if AIs sign one against them.
- Can be signed without pact of secrecy, but combined with secrecy grants a double modifier which allows AI to be more willing to go to war with the target Civ.
- Enhances relationship bonus for gifting units
- Penalty of having your troops near their cities reduced but not removed completely
- Penalty of aggression of on the Civs removed for the duration of the pact
- Strong global penalty for breaking this deal and attacking the partner Civ. (global war? no trades allowed etc.)
Errata - Issues from other Posters
More problems with teams:
- Confirmed that wonders don't give shared benefits. The Great Library was built by an AI teammate, and it didn't appear to give me their free tech. The Pyramids was built by an AI teammate, and it does not seem to have sped up my Worker speed. I suspect this is going to be the case for all wonders. In Civ4 they had shared benefits in teams, which made sense. What's up with Civ5?
- AI teammates offer excess resources to other civs with preference over your own. This is backwards; in Civ4 they always offered excess resources to you first.
- No control over which City States your AI teammates go to war with. This not only means they can attack a city state you were hoping to ally with soon, but they can ruin your chances to gain future city state allies because of their warmongering ("City States band together" event). The power to control wars with City States in a team with one human player and the rest AI players should ALWAYS reside with the human player.
- The above also makes me suspicious that AI teammates may be able to declare war on other civs without your consent. As before, in a team with one human player and the rest AI players, this power should always rest with the human player.
Economy
Issue:
AI governors believe tiles within a city radius needs improving and continue to suggest workers as an economic build choice even when the empire have enough workers and the tiles around a city are improved. This is likely the source of numerous reports from human players observing the AI having too many workers
- Wasted hammers
- Wasted gold upkeep
Spoiler :


Solutions
- This issue appears to have been introduced during one of the recent patches/updates (There was a previous issue where City States would not build workers after their initial builds were captures and pillaged tiles are never repaired). This Could be the unintended result of this fix or another fix
- One possible solution is to fix how AI decides if tiles around a city needs improving and crosscheck it with number of workers on hand
From my AI Puppet Empires - the Paper Tiger thread
Issues:
- AI will not annex conquered cities ;
- 'Gold' Focus is often sub-optimal for larger cities which could build gold producing buildings/science and culture buildings at a faster rate on 'default' focus. Getting multiplier buildings up sooner is more effective! High production/pop cities could be put into better use producing MORE culture annexed; and units
- Large AI puppet empires are often susceptible to 'total collapse' if their main armies are defeated or occupied elsewhere (say 2 front war with the 2nd front on the other size of their large empire) and their productive core is attacked on the other side. Leaving the rest of the empire prostrate and undefended. This quicky destroys their main armies and they are left feeding in a few units at a time per turn.
- Capitol AI will routinely place a Civ's 2nd and 3rd capitals into a puppeted city, often of decent size. But the AI seems unable to deal with this - ie: notice their capital is a puppet.
- The AI appears oblivious that they have puppeted cities
Solutions:
- Allow AI to annex and rush buy courthouses in high pop/production cities, especially those in resource rich/food rich/production rich areas. This won't be universal, but they will do it for SOME of them. preference could be form size/growth potential/existing infrastructure/distance from capital (for symmetry)
- Target cities that symeterically balance the current core, to spread out production over more nodes in a large empire
- Do the annexing in the 'peace' phase after a conquest, not in the heat of the battle - The idea is for 'consolidation' rather than the current issue of a relatively small core dragging along a large empire that is completely dependent on the core to produce units and non commercial buildings
Tactical AI
Issue:
AI will rush in a defender and worker on a red-lined city which would have fallen regardless.
Solutions:
- Check City HP before sending in Sierge units to defend
- Check local enemy superiority to decide if the risk it work taking. And if enemy is locally superior, check to see if units (air/land/sea) can be combined to weaken attackers
- The idea is not to have the AI NEVER play this gambit, but to do so prudently.
Issue:
When attacked and having their field armies destroyed, AI will feed in units piecemeal, instead of retreating remaining damaged units and mustering a force to counterattack. This hastens, collapse of AI empires.
Solutions:
- Related to my earlier point about annexation of puppet cities, AI needs to annex cities and develop those cities to increase 'real' production proportionately with growth of empire; as a corollary, Annex cities as needed when production is lost elsewhere.
- Evaluate threat level of invasion and formulate a force required to respond. This will be a variable bounded/balanced by the by gold rush buying units/production and the time required.
- Engage in disruptive attack behaviour by attacking flanks, and supply lines and not directly at the next besieged city. A Human player can usually redirect besieging forces to destory enemy units. The working assumption must be that a counter-attack is to disrupt and not to directly attack invasion forces.
Victory
Issue:
AI have a sticky cash problem - (they like to hold on to their cash far too much) This has led to the following scenarios.
- Despite having a 2.5 to 1 gold advantage an AI willingly let me buy up all the city states 1 turn away from UN victory and win a game I would have easily lost
- As their forces are whittled down during a war, AI gpt will often improve and gold reserves will go up. It is not uncommon to see an AI with 10,000 or 20,000 gold reserves sitting like a lame duck as their cities fall around them. Though this may be due to the fact the AI lack enough unpuppeted cities to rushbuy those units.
Solutions:
- Set gold reserve ratio based on perceived threat level over both long and short term. While holding a large stockpile is a good long-term strategy, not using this cash becomes a short term liability when those long-term problems become short-term problems in the situation of say Total War or a clock running down to UN victory
- Corollary to my previous point about city annexation*, city annexation is key to create more possible nodes of production. This will enable AI to use this cash to rushbuy infrastructure and units. And AI that can rushbuy units in its core + annexed cities will always have more units, and ultimately more usable production (that the AI civ can direct as needed) than the same AI relying on its core to support the rest of his empire.
*As noted earlier, annexation needs to meet a criteria (growth potential, size etc) and this isn't a suggestion for a carte blanche request to have the AI annex most of their cities (that is bad too)