Bill_in_PDX
Grumpy Submariner
I don't personally encounter much of the combat results issues that others complain about in this forum. However, something has bothered me for quite sometime and I am curious to get others feedback on it.
First, we know that the AI doesn't seem to place any priority on upgrading old units (something I think should be addressed at some point).
Second, I suspect that the display of military strength comparison on the advisor screen is based upon unit quantity, not comparitive quality (anyone confirm this? Does this number include workers?)
What concerns me is, does the AI then act on that apparent mismatch?
For an extreme example, myself (Americans...I think they are a challenging Civ to play) were on the same island as the Romans. There was a choke point between us which I quickly grabbed early on. Then during three seperate poorly timed wars (initiated by the Romans) I laughed as I watched him hurl the better part of his army against 12 fortified veteran or better pikemen. Once the dust settled, I would send out the horsemen to pillage his country.
Now, I know this map presented a challenging AI programming problem, because while the AI figured out that it needed control of the choke point, and also tried what limited amphibious options are available in the era of the galley, I have come to believe that it acted on the flawed belief that it was superior militarily just because it had about 50 workers and a bunch of spearmen.
Would a better way of calculating the military advisor number involve the use of hit points? or offensive/defensive value? etc?
First, we know that the AI doesn't seem to place any priority on upgrading old units (something I think should be addressed at some point).
Second, I suspect that the display of military strength comparison on the advisor screen is based upon unit quantity, not comparitive quality (anyone confirm this? Does this number include workers?)
What concerns me is, does the AI then act on that apparent mismatch?
For an extreme example, myself (Americans...I think they are a challenging Civ to play) were on the same island as the Romans. There was a choke point between us which I quickly grabbed early on. Then during three seperate poorly timed wars (initiated by the Romans) I laughed as I watched him hurl the better part of his army against 12 fortified veteran or better pikemen. Once the dust settled, I would send out the horsemen to pillage his country.
Now, I know this map presented a challenging AI programming problem, because while the AI figured out that it needed control of the choke point, and also tried what limited amphibious options are available in the era of the galley, I have come to believe that it acted on the flawed belief that it was superior militarily just because it had about 50 workers and a bunch of spearmen.
Would a better way of calculating the military advisor number involve the use of hit points? or offensive/defensive value? etc?