And you are right in saying that it would be ineficient and useless to make the AI think in all the possible moves of the other players ( hey, that was my point after all .... about making the AI a cheater: it would not make the AI more of a cheater than the human... or you don't think while the AI moves in Civ games? ).
I didn't say anything remotely close to that. I was under the impression you meant
on the run - as in if human player decides to move spearman to mountain hex, the AI player adjust its plans based on that action. But then human player changes his mind, cancels the movement order and moves the spearman to hill hex instead, and AI responds to this by cancelling its previous orders and adjusting this to its new strategy.
Which would make it some kind of pseudo turn based system where AI reacts real time, simultaneous is only a placebo effect because AI finalizes its actions
after human player is ready and
based on the actions of the human player.
Which is ******** and against the idea of
independent decision making. So I misunderstood I guess, but then I have even
less idea on the relevance of your writings.
For the rest of your post: WTH?
Firstly: You could just copy-paste that to some manifest against/for IGOUGO or real time or any method. You are writing about AI design.
Secondly: You are giving the AI and the mechanics of Civilization some godlike abilities never ever seen in software designing and by your reasoning there wouldn't been WEGO games ever done because processors can't handle multiple AI players doing calculations at the same time.
For that matter, I would




ing love to the see the day they develop that good and versatile AI that it will explode your PC from pure awesomeness when it starts to think its moves.