Abade69
Chieftain
- Joined
- Nov 2, 2016
- Messages
- 40
There is no realistic way Firaxis can make an A.I powerful enough to use the 1UPT as it is now. The reason for this is the computing power needed to simulate all the units moving around a grid: every one having different movement rules, range and terrain, taking in consideration other units specific positions, values and relations around the grid, and mostly because THEY ARE CHANGING EVERY TURN (the A.I is always lagging behind because of this). Problem only becomes worse when the infamous carpets of doom start appearing (around the medieval era).
To prove my point and give you a better idea of the computing power needed for this, just take a look to one of the most advanced A.I's in the world:
youtube.com/watch?v=KsbQ_HNX6Pg
"Go" is a simplier game compared to civilization because of the unique characteristics mentioned earlier, the most important beign the "dynamic grid" (in "go" and chess units are somewhat static). Even if Firaxis made such self-learning A.I or "hardcoded" instrument that checks every possible move for every unit on every turn, just imagine the computing power you would need to run a game.
Realistic solutions (as i see them):
A) Bringing back unlimited stacking as in older Civ games. Limiting stacking to "same unit type thing" may be the new feature.
B) Rebalance the game until the A.I brainless "flood" of zombie units are capable of capturing cities and destroying enemy armies by some arbitrary confluence of factors.
C) Limiting the max number of units in game and thus reducing the A.I incapabilities. Instead of "more", we (and the A.I) would be looking for "better" units. For this the game should be fixed and balanced accordingly (defense building to strong, units not upgrading, etc.)
Forts, encampements, cities, resources, policies, technologies would limit how wide (number of units) and tall (stack size) of your armies. They would do it in such a way it would be impossible to fill the map with units, but still making world conquering possible (for the A.I too).
The idea is to get rid of the carpet of doom in A.I's favour, while limiting stacks from the past games (in player's favour), and keeping the tactical qualities already in place in a controled fashion. I am not buying anything more from Firaxis until this issue with the 1UPT and A.I is fixed (and by that i don't mean more crazy bonus to the computer player).
Reducing unit numbers would bring these benefits:
- Shorter turns.
- A.I makes more direct and efficient attacks.
- Keeps the game tactical qualities around until the game ends.
Tell me what you think about this idea.
To prove my point and give you a better idea of the computing power needed for this, just take a look to one of the most advanced A.I's in the world:
youtube.com/watch?v=KsbQ_HNX6Pg
"Go" is a simplier game compared to civilization because of the unique characteristics mentioned earlier, the most important beign the "dynamic grid" (in "go" and chess units are somewhat static). Even if Firaxis made such self-learning A.I or "hardcoded" instrument that checks every possible move for every unit on every turn, just imagine the computing power you would need to run a game.
Realistic solutions (as i see them):
A) Bringing back unlimited stacking as in older Civ games. Limiting stacking to "same unit type thing" may be the new feature.
B) Rebalance the game until the A.I brainless "flood" of zombie units are capable of capturing cities and destroying enemy armies by some arbitrary confluence of factors.
C) Limiting the max number of units in game and thus reducing the A.I incapabilities. Instead of "more", we (and the A.I) would be looking for "better" units. For this the game should be fixed and balanced accordingly (defense building to strong, units not upgrading, etc.)
Forts, encampements, cities, resources, policies, technologies would limit how wide (number of units) and tall (stack size) of your armies. They would do it in such a way it would be impossible to fill the map with units, but still making world conquering possible (for the A.I too).
The idea is to get rid of the carpet of doom in A.I's favour, while limiting stacks from the past games (in player's favour), and keeping the tactical qualities already in place in a controled fashion. I am not buying anything more from Firaxis until this issue with the 1UPT and A.I is fixed (and by that i don't mean more crazy bonus to the computer player).
Reducing unit numbers would bring these benefits:
- Shorter turns.
- A.I makes more direct and efficient attacks.
- Keeps the game tactical qualities around until the game ends.
Tell me what you think about this idea.