ggalindo001
Prince
- Joined
- Jan 4, 2002
- Messages
- 304
It is this that is the most frustrating aspect about Civ 6 and possibly Civ 7 if replicated.Playing a VI game now, had a near-death Horseman next to a capital. Next turn, AI shoots at an Archer with an Archer in the city, and 2 of his horsies swap places, neither of them finishing off the easy picking Horseman, nor finishing the easy to reach Archer.
Sure, the AI may deliver troops to the front quicker and at one time with Commanders - but if the actual tactical battles keep using VI or VI-like code, it will be a total joke once again. I saw on the livestream that the foreign ships sailed away from danger. Definitely tells us nothing...
Unless there is an overwhelming strategic objective that otherwise dictates, finishing off a unit has a massive tactical advantage in the Civ 5-6 series. The opportunity cost is tremendous.
I can understand if I have an equally fatigued unit that I might want to get my unit to safety -- so in that case, it is understandable not killing off an enemy unit.
But having the ability to do so, while fully protected in the city center -- unless the fire was aimed at a unit that needed to otherwise be damaged or would kill me outright -- not firing at this horseman while fully protected is just plain idiotic. Or not using the city strike blast to kill that unit as well.
I see this all the time with Civ 6 AI. You can get very lazy with fatigued units in Civ 6 -- in Old World, they would get annihilated.
I somehow think that the AI doesn't factor in opportunity costs appropriately into it's tactical decision making. The ability to kill a unit has such a massive advantage -- I (or the opponent if another AI) now have to invest time. production and potentially strategic resources to rebuild and replace the unit -- if heavily damaged, you only need to invest time (and have available the strategic resources)). The AI tho may be so worried about losing a unit that it just decides not to fight -- without realizing that it is safe from destruction. I don't know.
And what's worse -- the Barbarian AI usually DOES tactically fight more appropriately - maybe because there isn't a corresponding calculation of the cost of attacking, which seems to be in tremendous error here. Or maybe because Barbarian units don't heal, and as a result, they just go for broke.
The more I think about the responses and the messaging from the Firaxis team -- the more I think that they are focused on the new gameplay mechanics AI (so, the "points" system) and not as much on the tactical combat and/or military side. Which is a shame -- and it also makes me think that the AI around the commanders and deployment will also not be solid -- leading to easy pickings of vulnerable units because they are deployed incorrectly.
I still would want there to be a multiple unit per tile concept -- limited early to maybe 1 per category (so no stacks of doom) and later to 3 per category per tile. This could help the AI not be so fickle in open combat. There is a mod that I use for Civ 6 that allow 1 per category per tile, the AI is much better as a result IMO.