1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Seek and Destroy Trick - Exploring a Flaw

Discussion in 'Civ4Col - Strategy & Tips' started by MightyGooga, Oct 13, 2008.

  1. Bad Brett

    Bad Brett King

    Joined:
    Sep 4, 2002
    Messages:
    828

    Nicely? More like:

    "We're not bright enough to make a decent AI, so we give them some insane bonuses instead".
     
  2. Refar

    Refar Deity

    Joined:
    Apr 10, 2005
    Messages:
    4,608
    "Insane Bonuses" are the main principle in Games AI programming, so can't really blaim them for that...
    Not that i like it - i would prefer a "Smarter AI" on higher difficulties as well... Just don't know any...

    Still as it is now, the only question is, how do they make the player "feel" the increased difficultie. And with Civ4 they did quite a good job here. The transition between difficultie levels is quite smooth and game feels good, without the "insane bonues" beeing immediately obvious/annoying.

    And this is about the best you can expect from any game right now.
     
  3. MightyGooga

    MightyGooga At last I can change this

    Joined:
    Sep 6, 2005
    Messages:
    139
    Gender:
    Male
    Location:
    BRAZIL (IT ROCKS!)
    Now that I have looked around for mods, I found out that the Age of Discovery II Mod is doing a pretty good job with this "flaw". What they did was simple, they put a restriction of 20 turns before a player can declare war.

    Makes a lot of sense, taticaly and historicaly. In the begining the colonizers had to behave more accordingly to the master nation, meaning that they wouldn be so independant as to declare war in the first years of colonization. Afer twenty turns the AI gets a hold of it and start protecting some of the colonies, making it dificult to start a war later on.

    Great Job, I only play AoD II. They even added a pirate nation to spice things up. Its incredible.
     
  4. player1 fanatic

    player1 fanatic Fanatic

    Joined:
    Mar 19, 2002
    Messages:
    2,638
    Gender:
    Male
    Location:
    Belgrade, Serbia
    Actually, I think it's 10x more elegant then learning AI to use "zerg rushing".
     
  5. Bad Brett

    Bad Brett King

    Joined:
    Sep 4, 2002
    Messages:
    828
    Six AI's should be able to beat the human player without any bonuses:

    - They can automatically check their cities every turn and make everything optimized for the current situation.

    - If the human gets to strong, they could all go together and form a powerful alliance.

    - They can automatically check all trade possibilities every turn.

    Don't forget that the best AI in chess is able to beat the best humans. I know that chess is a much less complex game than Civ or Col, but I believe that six AI's should be able to beat a good human player.
     
  6. Refar

    Refar Deity

    Joined:
    Apr 10, 2005
    Messages:
    4,608
    This you can encounter in many games - i.e. previous installments of the civ series - and personally i concider it a lot more annoying than a few bonus units.

    "Just bash the Human" is certainly the brutest approach to AI possible, and i think it's a huge step forward, not having it in Civ4 (well not too much at least...)
     
  7. r_rolo1

    r_rolo1 King of myself

    Joined:
    May 19, 2006
    Messages:
    13,818
    Location:
    Lisbon, Portugal
    Based in my experience, I would say that this could be adressed with 2 somewhat simple measures and one more harder:

    -Make bigger maps ( that way it would be impossible for a human to seek and destroy everyone before they can get to pop 2, putting a bigger price tag in the strat )

    -randomize spawn and landing spots ( self-explanatory )

    - make the european AI a little bit more competent on self defending :p
     
  8. Bad Brett

    Bad Brett King

    Joined:
    Sep 4, 2002
    Messages:
    828
    That's not what I meant. I meant that the weaker civs should always sign defensive pacts to survive against more powerful ones (not necessarily the human). I think this worked well in Civ II, in which the AI would sign pacts against you if you played aggressive and got a bad reputation.

    This is how it works in the real world. Take WWII for example: The Germans tried to conquer the world, but eventually the empire got too big and the other nations teamed up against them.
     
  9. MightyGooga

    MightyGooga At last I can change this

    Joined:
    Sep 6, 2005
    Messages:
    139
    Gender:
    Male
    Location:
    BRAZIL (IT ROCKS!)
    Wow, thats the biggest thread i ever had here in CIVFANATICS.. way to go me!
     
  10. Awesomeguy

    Awesomeguy Chieftain

    Joined:
    Jul 13, 2010
    Messages:
    17
    Location:
    Canada
    WARNING:NERDICLE INPUT!

    The correct term is search and destoy not seek and destroy :lol:
     
  11. dalgo

    dalgo Emperor

    Joined:
    Feb 23, 2002
    Messages:
    1,425
    Gender:
    Male
    Location:
    Auckland, New Zealand
    The patch did fix this to some extent. There is now an enforced period of peace between European powers from the start of the game. It lasts 20 turns and that is enough time for them to organise some defense.
     

Share This Page