Well now, quite a lot for me to respond to here so please don't be offended if I miss out something that someone was hoping would spark my interest more than it does, lol. I shall try to go one-by-one.
I like this quote immensely and is one that relates to pretty much every game I play. An excellent example of this is the difference between attempting a 20k Cultural single city win and a game where one pumps out military Units. Both times I've tried the 20k victory on Regent (one Large Pangea, one Large/Huge Archepeligo) no-one sent any troops in my direction and both games were what one would describe as 'quiet' games. However, whenever I start to mass produce Units, either for pre-emptive defence in a Space Race or as preparation for conquering, I find a civ sending over a fully determined stack, as illustrated in the Opening Post of the thread.
Again, just one more example among many. This may not have been programmed as Irritation but it certainly suggests a programme which is more occupied with what the human player is doing than what state it's own affairs are in which, by default, is essentially going to create an overall agenda of Programmed Irritation.
Yes, indeed!
Yes, I have done this before as well. The issue of taking out Barb camps is one I'm not overly familiar with so I'm just all ears on this subject, but I know I like everything both you and Cyc have said in this thread and you both strike me as the kinda players I like so please don't fall out over Barbarian Camps. I'm happy to accept Cyc has noticed Barb Camp Irritation and I'm happy to accept there might be other reasons for this occurrence other than purely to irritate.
Ah, now, this is an example on 'logical tactics'. I have experienced the AI build Fortresses and Barricades at choke points in many games. I would not call this Irritation because it's precisely what the AI *should* be doing if it were a human player going for a win. The Irritation I am referring to is pointless path blocking that has no strategic value other than to 'slow down' the 'inevitable', what might be described in old board games as 'ha-ha, you miss a turn!'. Also, and the irony here is quite amusing for me, you actually inadvertently highlighted another Irritation in the programming - That being that the AI might build these defences, but it wont bother defending them with anything more than a token force. It's using a very powerful tactical tool to simply 'irritate' progression rather than put a halt to it.
I like this quote, it suggests a very human angle to the programming process. Balancing is one of the hardest factors to get right in any game of any type. Resources are, without doubt, the key balancer in Civ 3 and an area they clearly had major problems with upon release (hence the introduction of non-resource Units post-vanilla) and might even be the key in explaining some of the key 'problems' with ludicrous battle results. The net result of 'trying to keep the game playable for people without resources'. One can't just 'guarantee' everyone gets resources, that destroys the point of them, but, at the same time, one can't just make them all ridiculously hard to attain as the 'majority' of 'normal' players will just rage quit in anger.
I think they should have made resources Civ specific, this would have made much more sense and added far more Role-play-ability to the concept they were trying to achieve. As has been noted on these very forums, what exactly is the point of playing Scandinavia on an Archipelago and then not giving them Iron on their isolated island. They might as well have started as any other Civ and all the effort put into roleplaying different civs is just totally wasted as one is likely ending up using Vikings to attack Riflemen or Musketeers, which is totally out-of-shape of them being the biggest menace in the late ancient/pre-middle period in history.
Mmmmnomnomnom
Apparently you have me on ignore so I can say anything I want about you. HA-ha. Big nose.
Not at all. Though I enjoyed all of your post, this line stands out as suggesting a reply is vital. The most common complaint I read on the forums in this respect is that the AI attacks you *when you are ahead* and NOT when you are behind. I remember reading one post where someone played all their games deliberately 'just behind' the leading AIs simply to avoid this kind of Programmed Irritation, regardless of their civ's actual output capacity. I myself have had games where I have no more than 10 Units the entire game and by a mix of Diplomacy and AI Reactive Play (see above) I have never been in danger from invasion. It's these very issues which are at the very core of the musings about Programmed Irritation.
Messing with a player's psychological state is a very important aspect of programming, never underestimate the minds of game programmers! I have no doubt they don't use the exact word 'Irritation' when deciding on 'balance' issues and 'challenge' issues, but Programmed Irritation is often the end result!
Now this is an idea I definitely LIKE +1 !
As you write this I've just finished a Monarch Domination in 800AD for 6500 points where I didn't use a single piece of Artillery as the key to the success and huge point scoring rested not on waiting for Catapults to slowly plod round the map but because I pumped out non-stop Chinese Riders who could eliminate half an empire in one turn. Thanks for the advice and all, but this thread isn't about the 'best way to win in this that or the other scenario' it's about the method behind the madness of the AI.
The large dataset you refer to is called 'experience'. If people notice something on a regular basis, they make it a point for discussion, this is when tests are required to confirm or deny suspicions. Examples from both sides are required, both yay sayers and nay sayers and by simply discounting out-of-hand you are being as irrational in your rejection of the idea as someone, such as myself, who is probably over stating the case.
Now THAT should have been the 100th post! LIKE +1
The AI does seem to be programed to react more to player moves, than to have been programed with much strategy.
I like this quote immensely and is one that relates to pretty much every game I play. An excellent example of this is the difference between attempting a 20k Cultural single city win and a game where one pumps out military Units. Both times I've tried the 20k victory on Regent (one Large Pangea, one Large/Huge Archepeligo) no-one sent any troops in my direction and both games were what one would describe as 'quiet' games. However, whenever I start to mass produce Units, either for pre-emptive defence in a Space Race or as preparation for conquering, I find a civ sending over a fully determined stack, as illustrated in the Opening Post of the thread.
Again, just one more example among many. This may not have been programmed as Irritation but it certainly suggests a programme which is more occupied with what the human player is doing than what state it's own affairs are in which, by default, is essentially going to create an overall agenda of Programmed Irritation.
It's all reactive.
Yes, indeed!
I propose that is for the same reason you'll sometimes find my units fortified next to barb camps: not because I expect Cyc's archer to show up any turn and I want to tease him, but because I found two barb units in the camp, got wounded while killing the first barb, and fortified to heal up before attacking the second.
Yes, I have done this before as well. The issue of taking out Barb camps is one I'm not overly familiar with so I'm just all ears on this subject, but I know I like everything both you and Cyc have said in this thread and you both strike me as the kinda players I like so please don't fall out over Barbarian Camps. I'm happy to accept Cyc has noticed Barb Camp Irritation and I'm happy to accept there might be other reasons for this occurrence other than purely to irritate.
the AI will not only place units on chokepoints, no, they will, if they are able, build a fortress/barricade too.
Ah, now, this is an example on 'logical tactics'. I have experienced the AI build Fortresses and Barricades at choke points in many games. I would not call this Irritation because it's precisely what the AI *should* be doing if it were a human player going for a win. The Irritation I am referring to is pointless path blocking that has no strategic value other than to 'slow down' the 'inevitable', what might be described in old board games as 'ha-ha, you miss a turn!'. Also, and the irony here is quite amusing for me, you actually inadvertently highlighted another Irritation in the programming - That being that the AI might build these defences, but it wont bother defending them with anything more than a token force. It's using a very powerful tactical tool to simply 'irritate' progression rather than put a halt to it.
or it could be "We don't know exactly what we want either, but after some tweaking this looks ok."
I like this quote, it suggests a very human angle to the programming process. Balancing is one of the hardest factors to get right in any game of any type. Resources are, without doubt, the key balancer in Civ 3 and an area they clearly had major problems with upon release (hence the introduction of non-resource Units post-vanilla) and might even be the key in explaining some of the key 'problems' with ludicrous battle results. The net result of 'trying to keep the game playable for people without resources'. One can't just 'guarantee' everyone gets resources, that destroys the point of them, but, at the same time, one can't just make them all ridiculously hard to attain as the 'majority' of 'normal' players will just rage quit in anger.
I think they should have made resources Civ specific, this would have made much more sense and added far more Role-play-ability to the concept they were trying to achieve. As has been noted on these very forums, what exactly is the point of playing Scandinavia on an Archipelago and then not giving them Iron on their isolated island. They might as well have started as any other Civ and all the effort put into roleplaying different civs is just totally wasted as one is likely ending up using Vikings to attack Riflemen or Musketeers, which is totally out-of-shape of them being the biggest menace in the late ancient/pre-middle period in history.
entrail reading
Mmmmnomnomnom
Are we really having this discussion?
Apparently you have me on ignore so I can say anything I want about you. HA-ha. Big nose.
One of the prime aspects of the AI programming is to identify a rival tribe which is weak, and attack it.
Not at all. Though I enjoyed all of your post, this line stands out as suggesting a reply is vital. The most common complaint I read on the forums in this respect is that the AI attacks you *when you are ahead* and NOT when you are behind. I remember reading one post where someone played all their games deliberately 'just behind' the leading AIs simply to avoid this kind of Programmed Irritation, regardless of their civ's actual output capacity. I myself have had games where I have no more than 10 Units the entire game and by a mix of Diplomacy and AI Reactive Play (see above) I have never been in danger from invasion. It's these very issues which are at the very core of the musings about Programmed Irritation.
It does come as a bit unusual, but it does come as possible enough that you can't necessarily infer that the programmers programmed the game to mess with your psychological state.
Messing with a player's psychological state is a very important aspect of programming, never underestimate the minds of game programmers! I have no doubt they don't use the exact word 'Irritation' when deciding on 'balance' issues and 'challenge' issues, but Programmed Irritation is often the end result!
You would need to have a thorough and long list of battles of exactly what happened in what situations.
Now this is an idea I definitely LIKE +1 !
More artillery type units generally implies fewer hitpoints for the AIs when attacking them which generally implies less irritation.
As you write this I've just finished a Monarch Domination in 800AD for 6500 points where I didn't use a single piece of Artillery as the key to the success and huge point scoring rested not on waiting for Catapults to slowly plod round the map but because I pumped out non-stop Chinese Riders who could eliminate half an empire in one turn. Thanks for the advice and all, but this thread isn't about the 'best way to win in this that or the other scenario' it's about the method behind the madness of the AI.
If you looked at a much larger data set here
The large dataset you refer to is called 'experience'. If people notice something on a regular basis, they make it a point for discussion, this is when tests are required to confirm or deny suspicions. Examples from both sides are required, both yay sayers and nay sayers and by simply discounting out-of-hand you are being as irrational in your rejection of the idea as someone, such as myself, who is probably over stating the case.
who needs a news paper in the morning with a Thread like this one.....
Now THAT should have been the 100th post! LIKE +1