SupremacyKing2
Deity
@SupremacyKing2 The behavior you describe in the post is a result of how Operations and partially Tactics work in Civ6. It has nothing to do with "role playing" (there is no such thing in Civ6) nor "not to crush human player" (I wish it was that simple).
Every city attack the AI performs is a separate operation that recruits its own units. The target for the attack is chosen based on city valuation and distance. Issues:
1. No bigger picture when running a war - this one is true. Each operation is independent and runs as long AI calculates it can win. Once it determines it cannot win, it either retreats or looks for another target.
2. The vanilla game allows for operations as far as 30 tiles away from you. That explains why AI makes stupid attacks deep into your territory. It didn't matter in vanilla because you could keep that city buy with R&F it changes drastically as such a city flips over anyway.
3. City valuation is quite complex, but in general Original Capitals are valued 200-300 pts. more to incetivize Dom victory. It so happens that each Minor is also an Original Capital and that is why AI values them so much (at least early and mid game, later this value is less important). There is no easy fix for that as there is no parameter to distinguish Majors from Minors when running an operation.
4. The actual behavior on the map is controlled by Behavior Trees. In one of latest patches Firaxis added a shortcut to faster take cities called "CanAlphaCity". I suspect that there is a bug in the implementation here that AI only executes it correctly when a melee unit is adjacent to the city. It is how the attack was performed before that change - melee units are surrounding a city, AI takes its health to 0 and then captures the city.
Thanks. That is very informative. I think it does support the main point I was trying to make. The problem with the AI has more to do with the higher level strategy than basic capability. For example, the AI is capable of capturing cities but the logic it follows to decide which city to attack or when to attack is flawed and predictable. I also think it is this predictability that makes it weak because once a player figures what makes the AI tick then the player can figure out the best counter and the AI will not be as difficult to beat anymore.