Some statistics pertaining to relative civilization/victory type power in ~100 AI-only games

he appears to be winning so quickly and easily that he tanks his own victory scores by winning games too fast.
This is an important observation.
Indeed, more than any other factor, score is most closely related to turn count.
So logging scores only at the point of victory is less useful than it should be, since this the turn counts won't be the same.
 
Also, it seems as though warmongers primarily serve to take their neighbor out of the running but never actually win themselves. This may or may not be fine? They are essentially much larger scale barbarians.
 
From a human player perspective my own opinion is that this is fine. Militarist AIs don’t have to win the game, they just have to kill you and force a restart. If players can win with them just as they can with other civs, and AIs can kill players (or at least immiserate humans enough that they quit), then that’s sufficient.

This is where I think this idea of changing DomV so that AI can win is missing the point. We aren’t making this mod so that AI can just play against each other, we are making it so humans can have fun and be challenged
 
This is an important observation.
Indeed, more than any other factor, score is most closely related to turn count.
So logging scores only at the point of victory is less useful than it should be, since this the turn counts won't be the same.
Yes and no. Even though Arabia wins almost 1 of every 2 games, he still ends games in 5th place out of 8, on average. So his scores aren’t just low in a vacuum, though they are also low.

Arabia’s just a win machine it seems. Other AI are playing the scoreboard and he’s playing for the win condition. Not exactly sure how the AI for this 1 civ manages to optimize like that, but he is just obviously better at playing lean.
 
Yes and no. Even though Arabia wins almost 1 of every 2 games, he still ends games in 5th place out of 8, on average. So his scores aren’t just low in a vacuum, though they are also low.

Arabia’s just a win machine it seems. Other AI are playing the scoreboard and he’s playing for the win condition. Not exactly sure how the AI for this 1 civ manages to optimize like that, but he is just obviously better at playing lean.
Bazaar + traderoutes is a very forgiving win mechanic.
 
I think the main reason for lack of Domination Victory is most likely because the AI just go full genocide even after taking enemy's capital, thus racking up a lot more warmonger penalty than needed, thus to have a Domination Victory likely they would have to complete painted like >80% of the world to win (thus estimatedly perform 4 times better than the rest of the world combined in score), while other victory only requires you to be about x1.5 times or less score than the next runner up.

A better fix would be changing how Domination Victory is decided, like controlling more than half or 1/3 the world's cities/population after year XXXX instead. That way AI would have an easier time to win through warfare, and for player who want to stop a Domination Victory they would have to be a lot more active in weakening the top contestant, instead of just ignore them to focus on defense and stall for time for other passive victory type like culture or science.
Yeah, I wish we had a conquest victory for capturing capitals, and a domination victory for controlling maybe 65% of the land.
 
From a human player perspective my own opinion is that this is fine. Militarist AIs don’t have to win the game, they just have to kill you and force a restart. If players can win with them just as they can with other civs, and AIs can kill players (or at least immiserate humans enough that they quit), then that’s sufficient.

This is where I think this idea of changing DomV so that AI can win is missing the point. We aren’t making this mod so that AI can just play against each other, we are making it so humans can have fun and be challenged
The warmonger AI needs to be able to knock out other players while they are reaching for their Victory Conditions. If they can do that, this should result in at least a couple wins by the Warmonger Civs.

That they as a group were only able to get a single victory (Japan's Cultural Victory) is very troubling; it suggests that warmongering against the leading players in the late game is not something the AI can profit from.
 
From a human player perspective my own opinion is that this is fine. Militarist AIs don’t have to win the game, they just have to kill you and force a restart. If players can win with them just as they can with other civs, and AIs can kill players (or at least immiserate humans enough that they quit), then that’s sufficient.

This is where I think this idea of changing DomV so that AI can win is missing the point. We aren’t making this mod so that AI can just play against each other, we are making it so humans can have fun and be challenged

Changing DomV to allow AI to win "earlier" (thus actually makes it a viable win condition for AI) can push player into action, because it can be seen as having another contestant you have to deal with.

Currently if there's a militaristic civ popping up ahead, nobody (human player) would even bother to response unless you're their neighbor, because it's so easy to just focus on doing your own thing and win earlier (and even better if your competitor got slowed down). And even when you're neighbor of such civ, it's not hard to focus purely on defense because of the issue with taking cities I was talking about in new version 2.6 thread, you don't even need to be as strong, just stronger than their next target; not to mention it's possible for the whole world to gang up on them because of huge warmonger penalty - big diplomatic boost for free. There're just so many bonus having such civ in your game as long as you don't aim for DomV yourself.

Meanwhile for all other victories if there's a run away civ you have to response in one way or another regardless of location, and it's a big stretch if you can even do anything at all to them. There's a huge difference in gameplay decision based on this alone.
 
bad news: unfortunately this analysis is at least partially based on faulty data. there was a rather severe bug in the tactical AI which is now fixed - this should improve the performance of the warmongers. so take everything above with a grain of salt.
 
bad news: unfortunately this analysis is at least partially based on faulty data. there was a rather severe bug in the tactical AI which is now fixed - this should improve the performance of the warmongers. so take everything above with a grain of salt.
Great news that this is fixed. Would it be possible for you to release a hotfix DLL to address the issue in the current release, as it's quite a serious issue as the player is never in any real danger?
 
This is really cool stuff.

For Arabia I wonder if his kit is just really good at winning once you are already doing well. In contrast to someone like The Iroquois who have the highest average score but hardly ever win.
 
This is really cool stuff.

For Arabia I wonder if his kit is just really good at winning once you are already doing well. In contrast to someone like The Iroquois who have the highest average score but hardly ever win.
I played a game of Arabia after seeing the stats and what I can say is, their UA is stupidly good - making great people being a historic event that triggers more progress towards great people makes it scale with itself so hard that great people are popping out every 1-3 turns. I was culturally dominant over the whole world by turn ~210 from all the great work tourism+artistry
 
Great stuff. This really feels like (paired with personal experience) that AI needs an uptick in aggression, regardless of AI estimation of player skill
 
This is really cool stuff.

For Arabia I wonder if his kit is just really good at winning once you are already doing well. In contrast to someone like The Iroquois who have the highest average score but hardly ever win.
I think the strongest civ's in the hands of the AI are the ones with the best bonuses for "passive" play, where you don't have to do much/strategize in order to get the bonus. Human players will always be better at civ's that require more strategy & micromanaging, e.g. Venice (or warmongering in general). That's why civ's like Arabia and China have always been strong for the AI, but that doesn't necessarily mean the civ is imbalanced for a human player.
 
I played a game of Arabia after seeing the stats and what I can say is, their UA is stupidly good - making great people being a historic event that triggers more progress towards great people makes it scale with itself so hard that great people are popping out every 1-3 turns. I was culturally dominant over the whole world by turn ~210 from all the great work tourism+artistry
Would probably be ok if it was just favorable peace deals and wonders.
As is it now bazaar mean you get it from trade routes, I think this is what make it go really bonkers.
Most games you can snag at least one of the trade route wonders (on emperor probably 2) especially if you have desert capital for petra.
If you dont want artistry go statecraft for +1tr.
Industry opener for +2tr.
 
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