WHEOOHRN Hiding

The AI has full access to not only the denials, but the full warplans of other AIs. Where they plan on landing, when the war will occur, etc.

Even though the AI has this access, the AI does not take the warplans of other AIs into account, with one narrow exception:
Vassals of AIs do take into account when their master is preparing for war (and they start a troop build up), but they don't pay attention to whom they are preparing to war with.

Some attempt was added to the game to let human players mimic this.

And yes, not effectively telling another player "I am going to attack you in a few turns, as soon as I'm ready, I hope you are surprised" is making the AI smarter.
 
There is a LOT of stuff that humans can do and AI can't and vice versa . Humans can't be vassals, AI can't bribe AI into war, you know, stuff like that.

The AI not offering vassalage to humans is AI cheating. Humans would be better than AIs at sneaking out a cultural win whilst capitulated. This should be changed, but probably not until the AI can defend against cultural wins from its vassals.
The AI not bribing humans into war is also AI cheating. Humans will take the bribe and defend, declaring peace once it becomes available. This should be changed, but not until the AI is better at fighting defensive wars following a bribe.
The AI not bribing other AIs into war is an AI failure to use the tools available to it. This should be changed.

I just wonder how diferent would be the positions on this if BBAI already had AI capable of taking ilations of the denials of the other AI and act accordingly with a minimum of efficiency ;)

I think it would be the same. In this situation, the human would still have an edge over AI civs, because it would be the only one able to sneak attack.
 
And yes, not effectively telling another player "I am going to attack you in a few turns, as soon as I'm ready, I hope you are surprised" is making the AI smarter.

I would sincerely like that someone would actually say how this is true, since no one cared to do that so far. The AI makes better SoD by not saying that? The AI chooses better targets by not saying that? The AI makes troops faster by not saying that? The AI actually fight better when the war starts by not saying that?

And in fact you are giving me even more reason, Yakk. If the AI knows all the warplans of the other AI, it is the human that actually is in disavantage in here even as it is now. The fact that they don't act on that intel , or on the top of the denials, as you stated, is a failure of the AI coding. That is definitely a issue for the BBAI ;)

To end, it seems that everyone forgot the small detail that the AI can declare war without going through the "hands full" phase. So in the end this more of a issue of the frequency of war preps so flashy that the leader even boasts on them vs the secretive preparations to a suprise attack than anything else ... I already suggested that the DAGGER strat should be the expanded somehow to be the standart mode of operation of the AI in this area , leaving the ones that need a flashy war prep to a secondary role. Obviously this would require a AI that fights much better than the today one ... :(

P.S Give a look to the response I gave to Fuyu in post #17. It also fits like a glove to what you said: explain to me in what saying "I am preparing to a war" is more stupid than any of the other various denials the AI has in the diplo screen.

But this is all off topic. The OP change does not eliminate the "Hands full", simply puts it as the last reason invoked by the AI to deny a war bribe instead of being somewhere near the top of the list. I still have to see where this makes the AI smarter though ....

@ martinharper

I agree with the first part of your post, but I definitely don't agree with the second. If the AI used the hands full as we do, people would be saying that making this change would be downgrading the AI ;)
 
Why not simply remove the hover texts in all the denials?

By separating out DENIAL_ATTITUDE, the AI can tell other civs that they need to offer something before it will even consider declaring war. Those initial gifts will benefit the AI (except for dumb attitude modifiers like religion and civics). DENIAL_NO_GAIN, DENIAL_ATTITUDE_THEM, and DENIAL_JOKING are not useful, but at least they are not harmful.

I would also be happy with eliminating peace-time "hands full" refusals. If a civ is preparing to go to war, surely that is the perfect time for it to accept bribes to go to war?
 
I think it's funny that when I pointed this out in General Discussion and talked about how WHEOOHRN was unrealistic, probably unintentional as it is, and exploitative, tons of "great" players jumped in to say that WHEOOHRN has no effect on their decisions in the game and it is really unimportant information, yet here people are talking about how changing when the AI tells you WHEOOHRN will make the game so much harder and totally wreck the existing strategies for the competitive games.
 
r_rolo1 I obviously understood what you meant earlier.

My point was you should nt have used the word better maybe cleverer.

"Something that BetterAI should ultimately strive for is, I think, to be closer to a multiplayer experience, so to speak... "

I agree with this to large extent. I know alot of players want the AI to use personality maybe the non-agressive AI should be the personal AI ?

"AI can't bribe AI into war"

I didnt realise this should definitely be changed although I realise more coding would be needed to use this function intelligently.

"Humans can't be vassals"

The main reason humans cant be vassals is that the AI vassal code is poorly programmed. If an AI voluntary becomes a vassal the master gifts as much tech as possible which is stupid.

Personally I'd like to see this code improved and human should be allowed to vassalise. There are still disadvantages the master AI can drag you into wars you dont want, you cant declare war etc. etc.

Maybe the voluntary vassalage agreement should be lengthened ? Maybe 40 turns. Then it would have some real consequences if you vassalised to a mad war monger. Also the AI should nt take on vassals if there are stronger/bigger than themselves.

Theres no reason why humans cant capitulate. I would imagine that people would say this would mess up multiplayer ? Maybe impose some limits on capitulation ie you have to half masters power or something before you can do this ?
 
The amount of information presented about the AI's intentions (in this case, the information given from denials), could be an interesting mechanism for difficulty. If all agree that hiding WHEEOHRN makes the game more challenging... why not just hide at the higher difficulty levels?
 
Although I have also suggested similar only hide for aggressive AI, I think this has been discussed before.

In general I think jdog wants the AI to play the same (ie clever) at all levels and the standard multipliers to influence difficulty.

1. Because a clever AI is generally more interesting to play against at any level.
2. To generally make the programing easier and also to make any re-balancing of difficulty levels easier.

As far as I am aware the only exception to this is the AI aggressive option. Which does change AI behavior when checked. Therefore I would imagine if this were to be disabled anywhere it would be here.
 
I think it's funny that when I pointed this out in General Discussion and talked about how WHEOOHRN was unrealistic, probably unintentional as it is, and exploitative, tons of "great" players jumped in to say that WHEOOHRN has no effect on their decisions in the game and it is really unimportant information, yet here people are talking about how changing when the AI tells you WHEOOHRN will make the game so much harder and totally wreck the existing strategies for the competitive games.
I hope you aren't talking about me being me one of the 3 persons that posted in both threads ( between me, you and Dave ) ;) My position had been consistent: the hands full denial ( not necessarily the text exposed to the player, though ) has to exist in the current state of the AI to avoid the AI of being derailed in their warpreps, I'm not sure if the aparently messed order of the denials is intentional or not and i never said it didn't affected my gameplay to have it or not. To say the truth I even sugested to mix the current denial with other denials to make it less clear, a thing that is far more extreme that simply pushing it to the end of the reasons list. My point in here is a little bit diferent: I simply do not consider that this change of order will make the AI to play smarter ...

@ martin

I never said to remove the denial, I said remove the hover texts ;) Fuyu was saying that the AI was stupid in saying that it was going to war.... I just asked how was that more stupid than having any other of the hovers.... and if you consider those hovers equally stupid, why not remove them all together, leaving the denials behind ( the AI saying no without stating the reason )? It had nothing to do with the need ( or lack of it ) of having a specific denial for when the AI is going through warpreps . I do agree that the text indicates to the human that there are things he can do to make the bribe more aceptable in the other denials, but the hands full also has a value in there, by saying to the human " don't lose your time trying to drag me to your plans, I already have my own "

@scu98rkr

My point in bring the human vassaling and the lack of AI-AI bribes simply to point that making the AI to act more human does not bring automatically a AI that plays better by it self. It was a specific awnser to the point that LT brought: that he didn't liked "hands full" because humans didn't acted like that.

@ Ninja

A AI that gets smarter with dificulty levels has both pros and cons compared with the handicap system. I already stated my position on that debate elsewhere, and probably this is not the place to discuss that again ( given that the discussion is alive enough as it is :D )
 
Thanks, DaveMcW. I will include this in my own mod but I don't think it is really within the scope of BBAI.
 
@scu98rkr

My point in bring the human vassaling and the lack of AI-AI bribes simply to point that making the AI to act more human does not bring automatically a AI that plays better by it self. It was a specific awnser to the point that LT brought: that he didn't liked "hands full" because humans didn't acted like that.


Arghahag
I understand your point thats what the previous post was about.

Just because the AI doesnt play well at the moment doesnt mean the ultimate aim should be to try and get the AI to play like a human which would mean removing these differences between the human and AI eventually.

I agree the code to make the AI aware of these changes needs to be developed first.
 
I would sincerely like that someone would actually say how this is true, since no one cared to do that so far. The AI makes better SoD by not saying that? The AI chooses better targets by not saying that? The AI makes troops faster by not saying that? The AI actually fight better when the war starts by not saying that?
Is the AI not marching into a prepared target by not saying that?
And in fact you are giving me even more reason, Yakk. If the AI knows all the warplans of the other AI, it is the human that actually is in disavantage in here even as it is now. The fact that they don't act on that intel , or on the top of the denials, as you stated, is a failure of the AI coding. That is definitely a issue for the BBAI ;)
The AI has access to it -- there is nothing stopping the AI from dereferencing the pointer to the player AI of another AI and reading what their war plans are. The AI doesn't use it.
P.S Give a look to the response I gave to Fuyu in post #17. It also fits like a glove to what you said: explain to me in what saying "I am preparing to a war" is more stupid than any of the other various denials the AI has in the diplo screen.
The other denials often imply how the other party can change their behavior in order for there not to be a denial.

You'll note that we aren't talking about eliminating this -- instead, we are putting the "less revealing" denials first.
But this is all off topic. The OP change does not eliminate the "Hands full", simply puts it as the last reason invoked by the AI to deny a war bribe instead of being somewhere near the top of the list. I still have to see where this makes the AI smarter though ....
Because the AI becomes orders of magnitude less likely to say "I am going to war with you", when they switch from "I don't like you" the turn before they make a threat, to "I am preparing for war" the second after they demand tribute.

I see this as little different than teaching the AI to hide their troop buildups: but much easier.

It is also easier than teaching the AI to bluff (pretending to refuse to consider a war because they are preparing for a war they are not intending on launching).
 
Is the AI not marching into a prepared target by not saying that?
Sometimes ... but it is irrelevant to the point. "hands full" does not mean certain war anyway ... it only means that either the AI is thinking in one or that it is already in one. A AI can declare war on their own planning without going "hands full" and it can go out of hands full" on their own without declaring war

The AI has access to it -- there is nothing stopping the AI from dereferencing the pointer to the player AI of another AI and reading what their war plans are. The AI doesn't use it.
That is the main point of my reference. The issue ,as I see it, is not the "hands full" as it is but the lack of usage of those pointers by the AI compared with the humans that use it ( not everyone BTW ). You want to level down, by making the human unable to rely on it as much as it does now. I would prefer to level it up. Diference of opinion , perhaps, but your proposal simply makes the player that uses it ( human or not ) less competitive vs the AI. That makes exactly the same for the AI smartness than forbiding it of having human vassals: nothing. At best it makes the AI less exploitable, but you can also do that by cutting the power supply to your computer of by playing without a screen ... and neither of those will make the AI smarter as well :p

The other denials often imply how the other party can change their behavior in order for there not to be a denial.

You'll note that we aren't talking about eliminating this -- instead, we are putting the "less revealing" denials first.
First, the "often" in your sentence invalidates the whole of it. If not all of the other hovers give clues on how to change it, why does this particular one alone have the need of special treatment?

Second, you said specifically that you thinked that the "hands full" denial was stupid, with no nuances attached ( in the same way that Fuyu said, and that is why I shipped you the same response ). I can only read what a person writes, and if the thought and the writing disagree, the blame is not on the reader ;)

Because the AI becomes orders of magnitude less likely to say "I am going to war with you", when they switch from "I don't like you" the turn before they make a threat, to "I am preparing for war" the second after they demand tribute.

I see this as little different than teaching the AI to hide their troop buildups: but much easier.

It is also easier than teaching the AI to bluff (pretending to refuse to consider a war because they are preparing for a war they are not intending on launching).
I already adressed this point higher in this post. That is not make the AI smarter, is making the human player that reads the liver entrails of the "hands full" less able to get intel. And like I said above to other poster, meshing the order of the denials is functionally equivalent in terms of upgrading the AI smartness than not having any hover at all...

Note: I'm not saying that I don't aprove the idea ( or the other way around ). I simply don't believe that it will make the AI smarter, and , because of that, I think this is not the place for that change. That is all.
 
That is the main point of my reference. The issue ,as I see it, is not the "hands full" as it is but the lack of usage of those pointers by the AI compared with the humans that use it ( not everyone BTW ).
When I said pointer, and talking about AI code, I'm talking about the CvPlayerAI* pointer that refers to the in-memory data structure that reflects the current state of a given player's AI.

The AI code for each player in Civ4 has full access to all of the other AI's state. We could make the AI "better" by examining that pointer, and figuring out what the plans of other AIs are, by reading the plans of the other AIs written down in plain view.

We don't do that.

As it happens, Civ4 AIs leak some of this information by giving excuses that translate pretty directly to "I am building up to go to war with someone" -- and, if this happens immediately after you refuse tribute, you pretty much know who it is they are building up to go to war with.

The AI in Civ4 has no need to use that 'feature' to read the other AIs war plans: it could just read it directly. But the AI in Civ4 doesn't do that, and betterAI doesn't do that. On purpose.
You want to level down, by making the human unable to rely on it as much as it does now.
No: I want the AI to not tell other players, whom it doesn't want to know about war plans, about their war plans. For AI to AI, this can be done by just 'not looking'. For AI to Player, this can be done by only talking about your build up to war with people who you are sufficiently friendly with -- which is as simple as delaying that reason to refuse until every other condition is tested.
I would prefer to level it up. Diference of opinion , perhaps, but your proposal simply makes the player that uses it ( human or not ) less competitive vs the AI.
It also makes the AI more competitive against that player. One could call it better.

The AI no longer gives the most sensitive reason for joining in a war proposal first. This is smarter.
That makes exactly the same for the AI smartness than forbiding it of having human vassals: nothing.
If I could teach the AI and the game to deal with a human vassal, and it was easy (that would involve coding many of the 'tendencies' that vassals have to kow-tow to their master into game rules), and it was easy, I'd do it.
First, the "often" in your sentence invalidates the whole of it. If not all of the other hovers give clues on how to change it, why does this particular one alone have the need of special treatment?
Because it is the most sensitive reason. The other hovers often describe what the other party could do to make it more likely that the AI would go with the proposal. "Be more friendly", "reduce the power of the person you want me to attack", etc. The AI wants the asker to know that information, because the AI really "wouldn't mind" helping a friendly ally against a low-power enemy in exchange for a bribe.
Second, you said specifically that you thinked that the "hands full" denial was stupid, with no nuances attached ( in the same way that Fuyu said, and that is why I shipped you the same response ). I can only read what a person writes, and if the thought and the writing disagree, the blame is not on the reader ;)
I think that, immediately after making a demand, and the demand being refused, telling the person you threatened if the threat is almost certainly going to lead to war, and never bluffing, and never leveraging that follow through on the threat, is a stupid decision on the part of the AI.

There is a 'better' solution of having the AI lie about what reasons the AI won't do something in a way that makes the player do things the AI wants. But that is ridiculously complex.
 
I never said to remove the denial

I know. However, I think it would be worth considering. If the AI is at war already, then it should often respond with DENIAL_TOO_MANY_WARS. However, if the AI is at peace, and planning to go to war, then it should be just as happy to be bribed into a war as if it is at peace, and not planning to go to war.
In fact, given that better AI can sometimes begin war plans even when it is already at war, it should sometimes be willing to accept war bribes even when it is already at war. So personally I would change the code to be:

Code:
if( atWar() and !isPlanningToDeclareWar() ) {
    return DENIAL_TOO_MANY_WARS;
}

(and also put it underneath DENIAL_ATTITUDE). This will be particularly helpful to the AI once it is able to offer war bribes as well as accept them.

I do agree that the text indicates to the human that there are things he can do to make the bribe more aceptable in the other denials, but the hands full also has a value in there, by saying to the human "don't lose your time trying to drag me to your plans, I already have my own "

Indeed. However, that value would be retained by the reordering the OP proposes. The AI will continue to respond DENIAL_TOO_MANY_WARS to civs that it trusts with that information. Untrusted civs will get DENIAL_ATTITUDE instead.
 
When I said pointer, and talking about AI code, I'm talking about the CvPlayerAI* pointer that refers to the in-memory data structure that reflects the current state of a given player's AI.

The AI code for each player in Civ4 has full access to all of the other AI's state. We could make the AI "better" by examining that pointer, and figuring out what the plans of other AIs are, by reading the plans of the other AIs written down in plain view.

We don't do that.

As it happens, Civ4 AIs leak some of this information by giving excuses that translate pretty directly to "I am building up to go to war with someone" -- and, if this happens immediately after you refuse tribute, you pretty much know who it is they are building up to go to war with.

The AI in Civ4 has no need to use that 'feature' to read the other AIs war plans: it could just read it directly. But the AI in Civ4 doesn't do that, and betterAI doesn't do that. On purpose.
Ok, it looks i was not clear enough... I should had not used the word pointer. What Imeant is that the AI could be taught with 20 lines of code ( or something close ) to get the most likely target of a war prep of other AI just by reading diplo levels, worst enemy tags and power rating ... the algorithim is simple enough. There is no need for checking warplans ( and i would be obviously be against doing that )

Now on your examples... really Yakk, do you only see that kind of situations in game? Didn't you ever got a AI that decided war on you just because it didn't liked your face in the diplo screen on 1st contact? ( I did ) Or any other situations diferent of those? In fact, most of the wars that the AI declare for refusal of demands don't require "hands full" and only show them if they can't put the attack SoD out in the border in the turn they decide to war ( so that is a particularly badly chosen example ) ... they might even declare war directly on refusal of demand ( already happened to me ). And to add, EVEN with "hands full" as it is , in most times you can't be certain of who is the target of the buildup...

To end, the "hands full" intel does not only apply to possible wars vs you , it also gives intel about wars between the AI and third parties ( a thing that looks to had never crossed your mind in this thread ). IMHO making the AI aware of third party warpreps would be something that would really make them smarter :p
No: I want the AI to not tell other players, whom it doesn't want to know about war plans, about their war plans. For AI to AI, this can be done by just 'not looking'. For AI to Player, this can be done by only talking about your build up to war with people who you are sufficiently friendly with -- which is as simple as delaying that reason to refuse until every other condition is tested.
As you pointed, this is what you want. Other player might want that the AI doesn't tell when it is not asked that it is afraid of the possible target power ... so cut the DENIAL_POWER_THEM ( in the end , it is a very telling piece of intel, because it reveals the ratio of the their power vs the target civ one, a intel you might not have via espionage or the Demographics ) or push to the end ( oh wait, you can't push it to end, the "hands full" is already there :p )... and why stop here? Better cut all the denials ... that is a failsafe way of not letting the AI say too much :D
It also makes the AI more competitive against that player. One could call it better.

The AI no longer gives the most sensitive reason for joining in a war proposal first. This is smarter.
Well, sustitute "your proposal" in the quote you made for "playing with hands tied", "playing without a screen", "playing without electric supply to the computer" and see if that reasoning makes sense :p ... making the human player life harder is not making the AI better ;)

On the second sentence... well, you are assuming that it is always a good idea to make the warpreps on the shadows. In fact, you see the RL history, there was no war in the XX century that had not had the war preps amply publicized ( and this century has it going in the same direction ). Why? Simple: a amply publicized war prep but without a defined enemy can make much more damage than the war it self. If you think this doesn't happen in Civ IV, I suggest you to look to the SG I'm hosting, where, due to the fact that it wasn't clear who was the target of one of the AI, the team was forced to make a military buildup that proved to be completely unnecessary and that it came in a very bad time ( lib race ).

Bottom line: ok, I admit that in certain situations the AI will be stupid to say to the world that is preparing a war, especially when it is dead in the water who is the target. But those cases are a minority, so making a case in top of that is a little bit shaky. And like i said, there are definite advantages in saying to the world that you are preparing a war, but without saying against who, and who knows if the original coder ( or the BtS coder ) didn't considered this advantages to outweight the negative effects of when the target is clear and put that denial on top on propose. Not having Soren or Blake in here to say of their justice, we will never know...
If I could teach the AI and the game to deal with a human vassal, and it was easy (that would involve coding many of the 'tendencies' that vassals have to kow-tow to their master into game rules), and it was easy, I'd do it.
Again you are showing that you think that perfection is acheived when there is nothing left to be taken away :p That is definitely a strange answer to give in a forum of a mod that intends to make the AI to play better: it it gives too much work to make the AI to play decently , we can always tie the hands of the human player ...

In fact i see a contradiction in terms: you would be ready to make the AI to be smart enough to have a human vassal without shooting itself of the foot, but you are unwilling to make the AI to make assumptions on intel that the other AI give, and because of that you want to forbid the human to have acess to that intel ....
Because it is the most sensitive reason. The other hovers often describe what the other party could do to make it more likely that the AI would go with the proposal. "Be more friendly", "reduce the power of the person you want me to attack", etc. The AI wants the asker to know that information, because the AI really "wouldn't mind" helping a friendly ally against a low-power enemy in exchange for a bribe.
Again you are assuming that it is always in the best interest of the AI to be quiet about their warplans.... passing that, the "hands full" also says something of that kind: "make me change my mind or wait for me to change it on my own if you really want me to attack your target". Again, no real diference
I think that, immediately after making a demand, and the demand being refused, telling the person you threatened if the threat is almost certainly going to lead to war, and never bluffing, and never leveraging that follow through on the threat, is a stupid decision on the part of the AI.

There is a 'better' solution of having the AI lie about what reasons the AI won't do something in a way that makes the player do things the AI wants. But that is ridiculously complex.
Well, as I already said, even with "hands full", in the majority of the cases you have no certains of what the target of the build up is or even if the AI will take it all the way ( I was surprised in the other day while playing RR6 and seeing Boudica (!) backing out of "hands full" by it's own decision ... given that it is a quite agressive LH that has a UU that can get CR promos ( so it is far less likely to get their governors building trash ( this obviously taking the war decision in consideration ) like COUNTER and RESERVE units ), it was probably the last time I saw that :D ), so beating on that is moot.

You have a point in saying that making that the AI makes use of that intel for bluffing would probably give work. But most of the work would be making a robust "threat" function ( to check if the AI looks bad enough for the bluff to stick ), a thing that will surely be done sooner or later ( because it is needed for pretty much all the aspects of the AI warfare ). So it is a lot of work just for that, but it comparatively a lot less if you consider all the other things that the core of this improvement would be used for.

@ martin

To say the truth I don't like much that a single denial covers both warpreps and war in itself. They are diferent realities and the code should reflect that. The best thing ( and again a issue that it is not completely in the scope of this mod ) would probably be make a denial for when the AI is in war and doesn't want to pick other and other for when the AI is planning a war on their own and does not want to be interrupted on that ... but that is probably too much ;)

And to be true to myself, I don't see much sense on the DENIAL_ATTITUDE as it is now, because it simply checks if the AI doesn't like you. Think on this: if someone that you aren't very fond of made a huge payment for you to try to give a beat to your worst enemy, would you say automatically no just because you aren't his BFF ? Making the first denial to be the attitude one IMHO is not a good idea because of that ... if the attitude one is changed to acept possible bribes to people that they hate more than you, then I agree on putting it first.
 
To end, the "hands full" intel does not only apply to possible wars vs you , it also gives intel about wars between the AI and third parties ( a thing that looks to had never crossed your mind in this thread ).

OK, but how do you not see the exploit?

AI will accept Request A when you hover over in the diplo screen.

AI demands something, you refuse.

All of the sudden, AI says, "We have enough on our hands right now" when you try to do Request A again.

BUG checks this every turn. Now, you suddenly know that the AI is preparing a war vs you (or you could have figured this out w/o BUG). If Firaxis intended this, why not make the AI say "We're preparing to crush you" instead? Because this was not the intent, and the AI is choosing to say a bad excuse for its refusal to deal with you.
 
OK, but how do you not see the exploit?

AI will accept Request A when you hover over in the diplo screen.

AI demands something, you refuse.

All of the sudden, AI says, "We have enough on our hands right now" when you try to do Request A again.

BUG checks this every turn. Now, you suddenly know that the AI is preparing a war vs you (or you could have figured this out w/o BUG). If Firaxis intended this, why not make the AI say "We're preparing to crush you" instead? Because this was not the intent, and the AI is choosing to say a bad excuse for its refusal to deal with you.
Nothing personal, but please, just please, can we get that example out of the discussion? It is pretty marginal even for the human as it is now. And even then , how can you be sure they are plotting against you ( barring games with 3 players and one of them as vassal ) ? They could, just by acident be plotting against other person and started it in the IBT after the demand ( the war decisions have a high RNG contribution... I already seen the AI negleting their worst enemy to pursue a war vs a pleased AI ;) ) after all. And even if it is for you, they might decide to drop the warpreps against you just because they build too much cover archers ( or something like that ) and don't have enough attack units for their taste.

Seriously, do you only see AI plotting war vs you after a demand of theirs? If so, I would like to play your games ... my life as a Civ IV player has been far more rugged :D

P.S On a calmer note, see the last response I gave to Yakk. Somewhere there I adress that point as well
 
I generally don't like handing the AIs freebies, but that's not what in question here.

Make no mistake, this *IS* a major gameplay change, because of how differently humans would have to plan to compensate for it. That said, this is true of other things BetterAI has already corrected (actually attacking same landmass opposition across a peak for example...in stock BTS I've used knowledge of that to ignore some powerful warmongers whether in war mode or not).

Anyway, this DOES make the AI play better, I can't agree with Rolo on that. Technically, it's move-set isn't improved, but there is much to be said for tipping one's hand or not. Even fail an attack or defend one due to a sentry net in MP? How much harder is it to block an attack you see coming vs not? Of course this is an improvement in play.

And though a part of me would hate to see it implemented, I do agree with Dave's suggestion ultimately, with the exception that I see no harm in AIs who are ALREADY AT WAR returning WHEOOHRN (though that's sort of moot due to a quick glance at f4).

Anyway I see no issue here ---> this isn't BUG, it's BetterAI (though it might have some extra conveniences :p) and this change does seem to fall within the sphere of AI improvement.

And yes, it would make the game a little harder, although knowledge of war mechanics and DoW plan dispositions could still allow one to lock themselves out of wars with good certainty on a lot of maps. It's also probably a little more relevant to faster speeds, where you get a chance to actually adjust in time more frequently (of course on slower speeds you're given incentive to war more regardless).

Edit: Tipping one's hand that you plan a DoW on someone else is bad form too. You might as well put neon signs everywhere saying "please start prepping to dogpile me if you're not my target".
 
r_rolo your suggestion is that the other AI's should check WHEOOHRN.

But how do you suggest the AI checks is the human is WHEOOHRN. Should the human have to check a WHEOOHRN button 20 turns before it declares ?

What if the game is 4 human players a one AI. Then only one player would be WHEOOHRN ing.

"In fact i see a contradiction in terms: you would be ready to make the AI to be smart enough to have a human vassal without shooting itself of the foot, but you are unwilling to make the AI to make assumptions on intel that the other AI give, and because of that you want to forbid the human to have acess to that intel ...."

The point is that the AI doesn't have this info for generally the biggest threat the human. So whats the point in programming the AI to recognise this threat from other AI's.
 
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