lol I love your choice of words.it makes warring much more efficient and constructive

lol I love your choice of words.it makes warring much more efficient and constructive

Worker first? Really? I always go worker as soon as I hit Pop 2. Work boat is a different matter though, as the city keeps growing. What difficulty level are you talking?
Several things are different for the AI which mean that human strategies don't always work as well. On Immortal and Deity, the AI starts with at least one worker so it's kind of a moot point. The AI also doesn't have the same lower happiness/health caps that the player does on Monarch+, so growing its capital early is more useful.
This change was made from watching AI starts on Prince and Monarch ... often times when the AI went worker first it then had a worker sitting around doing nothing for several turns. The AI doesn't integrate city training choices and tech research like humans do, so it would often go after a religion or hunting while its worker waited until the AI decided to get Ag or Mining. Or, it will get Mining but then require Bronze Working to clear trees off of hills, so its worker remains idle.
It's certainly easy to change back if we get to the point where it makes sense for the AI.
In games...when I receive a great general, I generally use my first one to become a "super medic" (and do not use it for an attack for risking losing it) giving it all the healing promotions and then move on to withdraw from combat options. This unit is so important in conducting blitzkrieg type wars in that, along with spies leveling defenses, I can attack and take a city, and then move on with minimal "heal time" to the next city. When my units are healing in 2-3 IN enemy land instead of 6+ turns, it makes warring much more efficient and constructive. From what I've seen, the AI NEVER does this. And, honestly, I'm not sure the AI CAN do that. But...that is why you are here and hence my question. Is it possible to have the AI plan for this...or at least implement it when possible? This would help the AI not stall so easily on attacks once it has entered enemy territory. Is this in the capabilities of coding BBAI? Thanks for any response. If what I said doesn't make sense, let me know...
NothingBy the way, what happens when a civ's free techs are the same ones it gets as a handicap?
Said in other words, the AI ( or the human in levels where the human receives free techs ) receives the X tech for free .... if he already has the free tech, too bad for him
That alone makes a lot of the diference between some civs in high levels : for example a civ that starts with Agriculture and Hunting ( Persia for a example ) in reality will only get archery as a free tech in Immortal while a civ that does not start with neither of those techs ( Portugal, for a example ) will start with 5 techs....I've been beating on this point for quite a while: human tactics in high levels are not necessarily good for the AI ... not only because of this point , but also because normally there is only a human in the gameIn fact I think human immortal/deity level tatics should actually be ignored. They are tatics for a very select situation ie where every one else is researching quicker than you.
If all the AI start acting like a human in high levels does today everyone would go to the lib path only to discover that no one would have any techs to trade with them
, just for a quick example. And to add, a lot of the tecniques used by high level players ( a thing that I consider myself to sort of be
in spite of there being a lot of players that are a lot better than me in terms of beating the AI out ) are specifically based in the fact that the AI is somewhat uncapable to see certain dangers ( like garrisoning heavily a recently conquered city with a heavy enemy stack filled with CR siege in a hill right next to it .... ) or the fact that the AI pattern of actions is clear as water to a experienced player ( a little of self advertisement here as a example ... nothing compared with HOF games OFC
Anyway this kind of analysis is only possible because of the knowledge of the AI patterns of action ....)
). In fact If I had to resume the principles behind the human MM in this early days it would be:
If would be good if the AI actually had such a number in mind when it makes it's decisions ).
) ... otherwise better start with something else ( again a caveat for starts with seafood ... a pretty similar rule could be applied to choosing WB as first build
) .
Atleast making the AI governor to look at what tech is being researched would probably help in here
( btw , confirm this to me : tech choices are made before the queue ones, right? If it is the other way around things are completely upside down
)So, the religion race:
The more civilisations out there, the less likely you will win the early religion race.
The more excess commerce you can muster, the more likely you will win the early religion race.
If you are spiritual, you are far more likely to win the religion race. (ie, you have the prereq tech)
There are two early religions; which you go for should vary and be non-predictable.
The better your position is (commerce + free tech + fewer rivals), the more likely you should go for the 'cheap' early religion.
Possibly role-play wise, AIs shouldn't change strategy based on meta-game issues like how many other players there are known to be.
The more civilisations out there, the less likely you will win the early religion race.
Possibly role-play wise, AIs shouldn't change strategy based on meta-game issues like how many other players there are known to be.
The AI ( or the human in levels where the human receives free techs ) receives the X tech for free .... if he already has the free tech, too bad for him![]()
Well, I agree with jdog that it should not be expectable that the AI integrates well tech choice and queue issues ( atleast without some heavy work of the coder ) , but it would probably be sensible to make the queue of the first city a little specialAtleast making the AI governor to look at what tech is being researched would probably help in here
( btw , confirm this to me : tech choices are made before the queue ones, right? If it is the other way around things are completely upside down
)
I don't play on Emperor, but I wonder whether that should be changed. You could give the civ free beakers to compensate for the free techs it missed out on.
The AI can do this in theory, but I also have never seen it either. Solver (IIRC) is the one who actually added the ability for the AI to choose Medic III in one of the Unofficial Patches, before then it would never happen. The AI will choose Medic 1 every once in a while, and it really does help their attack stacks keep on the move.
I'll see what I can do. The first step, of course, it helping the AI remember not to kill its medics during the attack phase ...
A number of people seem to like a Medic Scout/Explorer to accompany armies. It might not be a bad idea to have the AI more inclined to give Medic promotions to them.
It would probably be quite difficult to turn a Scout or Explorer into a super medic. But they can certainly be a regular medic... particularly once they're no longer useful for exploring.At least it would solve the suicide super-medics issue, since scouts/explorers can't attack. I don't personally like these units as super-medics, since its hard to get them more exp, but this might work better with the AI?
That is, until we can teach the AI to properly protect it's GG units.
The medic 3 is available to _UNIT is irrelevant, these are hardcoding decisions that would not be implemented in BBAI; you don't hardcode this sort of thing (specific unit types, especially military unit types) in the dll. You guys need to take a look at why the scout/explorer is a preffered medic by players, and use that principle to describe a softcodable strategy. Remember, BBAI's logic, like BtS's, must allow the AI to handle major changes to the XML.

The game already does this. Virtually every promotion decision is made based on the unit's UNITAI type.The medic 3 is available to _UNIT is irrelevant, these are hardcoding decisions that would not be implemented in BBAI; you don't hardcode this sort of thing (specific unit types, especially military unit types) in the dll. You guys need to take a look at why the scout/explorer is a preffered medic by players, and use that principle to describe a softcodable strategy. Remember, BBAI's logic, like BtS's, must allow the AI to handle major changes to the XML.
You guys need to take a look at why the scout/explorer is a preferred medic by players, and use that principle to describe a softcodable strategy.