timerover51
Excellent analysis. I agree 100%. But I think we might be straying a little too far from Buttercup's thread subject, so it might be a good idea to continue this on the Age of Sail questions thread in the Creation & Customization section? I've seen the mangled remains by the side of the highway of those who had annoyed Buttercup before.
timerover51
Excellent analysis. I agree 100%. But I think we might be straying a little too far from Buttercup's thread subject, so it might be a good idea to continue this on the Age of Sail questions thread in the Creation & Customization section? I've seen the mangled remains by the side of the highway of those who had annoyed Buttercup before.
Or perhaps...those who have Irritated Buttercup before?
When that AI settler gets to your spot quite literally 1 turn before you do, is it all simple coincidence or does the AI 'see' what you're building, where your moving said built Unit to and 'prepare' accordingly to intentionally get there that 1 solitary turn before you do?
I've popped goody huts and gotten maps which reveal the AI camped alongside Barb camps, just waiting for the human player to show up, so they can take the camp just before you get there.
Well, I've been very happy with what's been discussed about my little examples of early game Irritation.
I think (or hope) I'm correct in concluding that:
1) The Barbarian's job is pretty much Programmed Irritation.
2) Wandering AI Warriors may appear to want to Irritate, but that is not what they are programmed to do.
3) Path blocking is something which might be Programmed Irritation but also might be coincidental depending on the scenario and is probably the hardest area (aside from RNG influenced battles) to specifically prove as a specifically Programmed duty of the AI.
4) The issue of Iron placement is likely Programmed Irritation as no-one seems to be arguing that it's likely random or coincidental.
Maps don't equal line of sight; popping maps from a hut doesn't show you any foreign units that you wouldn't have seen without the hut. Of course you might sometimes have seen AI units fortified next to barb camps. 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.
2) Correct.
Compared to that, nearly all (all?) the examples for "Programmed Irritation" seem rather far fetched and a little like entrail reading.
Originally Posted by Buttercup
"2) Wandering AI Warriors may appear to want to Irritate, but that is not what they are programmed to do."
I wish I was such an authority.
You're an expert on entrail reading, too? That is very impressive.
vorlon_mi:
It's a combination of the two.
Once we've established that the AI is not playing to win, but can win (or at least destroy the human or stumble upon a victory) if the human player does not play 'well', then the AI must have a purpose otherwise the game would just be a lumberjack game of cutting down static Units and cities.
The end result is a process whereby almost every encounter with the AI in any respect seems to be of an irritating nature, as opposed to ineffectual (Cheiftan level excluded) or, conversely, actually challenging. Even on the harder difficulties the element which makes the game harder is enhanced irritation rather than improved intelligence,
.... snip, snip ...
As you rightly say, the difficulty is the proof.
When that AI settler gets to your spot quite literally 1 turn before you do, is it all simple coincidence or does the AI 'see' what you're building, where your moving said built Unit to and 'prepare' accordingly to intentionally get there that 1 solitary turn before you do?
Or, on an even more paranoid level, does it just 'magic up' a Settler out of the fog in order to add drama to the game?
Or is it all simple coincidence?
1) You can, if you want see the barbarians as intentionally put there to annoy you, to harm you, maybe even to irritate you. But that holds true for the barbs overall. Pointing out specific examples seems kind of pointless in that case.
2) Correct.
3) There are special situations in which the AI blocks paths. And what is more is, that this sticks out and seems almost as if it was explicitly programmed behaviour. What I am thinking of is that the AI will not only place units on chokepoints, no, they will, if they are able, build a fortress/barricade too. And whosoever is blocked is blocked. It does not seems to be aimed at the human player. In fact, the other AI the other AI know the tile is blocked, the human player might not. Here is an example:
Spoiler :
The French build the thing; it is occupied by a Pikeman and a Longbow. The main purpose, I think, is for defense, however it will block anybody's path just fine. (Although it is not quite clear against who the French are defending.)
Compared to that, nearly all (all?) the examples for "Programmed Irritation" seem rather far fetched and a little like entrail reading.
4) Not so quick. There are definitely more options than just random/coincidental and "Programmed Irritation". For example, it could be a (failed?) attempt at creating a fair, yet challenging distribution of resources, or it could be "We don't know exactly what we want either, but after some tweaking this looks ok."
Does that screenshot come from your Sid Small Histographic game, or some other one?
Thank you for the informative post PaperBeetle. I understand your gameplay may be restricting your proposals to very rudimentary proposals, but that's ok. Perhaps one game you will pop a hut on a mountain and take the long way around to the Barb camp. Or maybe you'll cross the range of mountains, watching the Barb camp and AI unit remain immobile. But then again maybe not. Try to keep in mind not all of us may have a limited amount of experiences to draw from. Thanks again!
Buttercup said:The three Horsemen each take out one Spearman as clean as a whistle and capture the city (which was the Capitol by that point). Well now, how Irritating is that?
Buttercup said:The above Programmed Irritations are not isolated incidences and have occurred in enough games for me to notice these two examples are definite Programme devices designed to Irritate.
Buttercup said:In a different game, played the same day, I advance a stack of Swordsman, Ancient Cavalry, Horsemen on a similarly defunct AI Civilisation's Capitol city. A total of 5 units of which Horsemen counted for just 1. If I don't get them all because the AI's just spammed Spearmen then, fine, I'll finish them off the next turn. Least that's what would make sense if it wasn't for Programmed Irritation...
My VASTLY superior Units to those exampled in the 1st Irritation not only failed to take the city but also suffered such a heavy battering that all I was left with for the next turn was one Ancient Cavalry with 4 Hit Points remaining... In both cases the defence was 3 Spearmen Units...
I think the examples I have provided so far are exemplary examples of this theory.
Buttercup said:And, please, from a 'game' perspective, what is the difference in hassle, planning and decision making between producing 3 Horsemen compared to 2 Swordsmen, 2 Ancient Cavalry, 1 Horseman? I would say a 'vast' difference. How exactly does one 'plan' a battle with any kind of 'logic' and 'certainty' if the 'game' is suggesting both routes are as meaningless as each other? It's 'crackpot' design.
Well, I for one. I have about 10 years of experience. But I agree that your posts seem to be from someone who only has experience to play the game well enough to boastfully post about how someone else is wrong.Oh? Who here does not have a limited amount of experiences to draw from?
Oh? You didn't like my proposal? Hmmm. That makes us even then, I suppose. And that's a good thing, PaperBeetle.Your condescending tone is not called for here, nor indeed would it be called for anywhere.