Orup The Great
Chieftain
- Joined
- Oct 6, 2006
- Messages
- 67
the correct sentence is "the AI seems bad because of the chosen rules for 1UPT and because developers time is neither free or infinite"
if you look at the code for example, civ5 tactical AI is (a bit) more complex than civ4, yet civ4 AI seemed to perform better.
Gedemon is actually one of the esteemed modders quoted in that article I linked to earlier: https://www.pcgamesn.com/civilization-6/dll-source-release-modding-community
I definitely agree with what is the central truth of Gedemon's reply: the coding didn't get all that much better; but rather the whole game surrounding that code got more complicated. So, it feels horse-sensical to assume that if you're using tactical coding that is not all that much more complex than the coding that occured in IV (at a time when that coding only had to deal with the total combat values of one square relative to another square (SOD)) then that simple tactical coding would stumble in the new, 1UPT environment. And that's not even yet factoring in how all the other complex systems that a player needs to take into account in the VI environment before they effectively engage in war (as a for instance, many people have surmised that one of the reasons why A.I. seems to come across so meekly in VI is because it has to take into account it's Amenities situation before it takes one of your cities). As much as I love/loved the complexity of IV, I think I would now rate VI at least on a par with IV in terms of all the interworking systems. I think I might even rate it a more complex game than IV. So it doesn't surprise me one bit that A.I. stumbles in giving human players a good run in the military department.