People already complain about the time it takes the Pc have to "compute" things. How much longer should they wait when they make the AI smarter ?
I think alot longer, if you want to give any "real intelligence" at all. Take Chess, for example. The "smarter" you want the computer chess machine to play, the longer you have to wait for a turn; each turn. And that's just another reason why we don't gonna see a smart AI in games like this. Not unless you are willing to wait 15 minutes or so.
So it's not only a matter of "if they code the AI well", the time it takes to process "this enhanced code" is just as important.
What i am saying is; suppose they could "fix" it, they still can't use it because there are only a handfull of people patient enough to wait several minutes every time the pc-player have to compute things. So while they could do "something" , it will never be good enough. That's my point.
And yes, fighting it out in the old SOD-stack way is not what i am waiting for either. What i prefer is a new system, with the option to park more units on a tile (like a army = 1 unit = multiple units). It ain't SOD , the old way. It should be new, refreshing. TW-style Army's. Not exactly Like that, but someting in that direction.
This is no doubt a relevant factor to take into account, you're absolutely right. However, as Saarud pointed out, it's absolutely achievable. I don't know Massive Assault myself, but it's pretty clear CIV5 AI is more or less the old one (or at least it was done with a much similar approach) suited for stacks, not for 1upt.
Also, I might be one of the few it seems, but for me CIV5 turns are MUCH FASTER than CIV4 ones ever been, by a long shot. Which is kinda obvious when there aren't 2.000 units around the world, but only one hundred or so. Standard maps are always
fast, even in the modern era (they slowed down for me in CIV4), and huge ones are still playable, even if a bit slow, something I never had the chance to play past the Middle Ages in CIV4.
Now, what could be the realistic issue in enhancing the AI so that it takes into account more variables to field its army in a more believable - and fun - way? Longer turns because the engine actually makes these considerations for every unit everywhere in the world. In the typical fantasy TBS/tactical game (or in the total war series), instead, the tactical combat is portrayed in a whole standalone environment, with world map battles just emulated, so that they don't put any strain on the system. While in CIV everything happens in the world map (a coherent but rather overambitious design imho), it wouldn't be impossible to make it so that what happens under the fog of war stays under the fog of war: aka, is calculated in a much simplier way. As you can't form alliances that constantly keep foreign territories revealed, only engagements done by the player (and possibly some allied city states) would call for the full process. No need to consider unit movement, terrain advantages, formations and so on when the battle is between two AIs on the other continent, just quickly emulate 'em with rules like the ones used now, if not even more streamlined. No one is going to notice, anyway, when he's not personally involved.
That aside, no doubt I still like the Age of Wonders approach a lot more. Limited stacks, and a whole separate environment for DEEP tactical combat. But this has never been the CIV way of thinking about battles, so one has to reason within the boundaries of an engine which is not, honestly, optimized for that kind of gameplay.
