That is a valid point, but if you haven't already, check out the Civ5 Vox Populi combat AI. If Civ6 combat AI could even be half as good, I would be happy.
How are turn times with VP compared to Civ V without the mod?
That is a valid point, but if you haven't already, check out the Civ5 Vox Populi combat AI. If Civ6 combat AI could even be half as good, I would be happy.
So?It pushes you ahead relative to where you were, but not relative to competitors who are using their resources more efficiently.
Not true at all. Bad combat moves are visible whenever you're in combat with an AI. It's there, right in your face. That's simply not true for production priorities, it's "hidden" from the view of the player. The only time you will see it, is when the AI builds wonders that have almost no effect, or when it Sim City's like it doesn't understand the basic concept of adjacency bonuses.Here you're making an artificial distinction. The worst result of bad combat AI is that the AI loses units, which requires production to compensate by allowing it to build enough units to make up its losses. Just as you say, that's the same as needing production for extra buildings.
Precisely BECAUSE spacing on the map limits the usefulness of large amounts of units, the focus should be on combat, not on production priorities. Because the AI will not be able to make use of the latter due to the problem you mentioned - no space to even make use of the many units - but it WILL benefit from being better at fighting with these units.And as you argue, the extra cities the AI has provide more slots for unit production, especially as AIs love to spam encampments. The entire reason Civ IV was better at combat than Civ V was that spamming excess units was a surer route to victory with stack combat, while in Civ V/VI simple space requirements on the map give diminishing returns for having too many units in play at once. That's almost purely a result of production bonuses rather than combat ability.
The reasoning here is not: "The AI has all of the extra production, but it does not make use of it, so that's not a solution!", the reasoning is: "The AI is bad, so we have to give it extra production so it can produce silly things without taking too much damage from it." You can almost scale that however much you ant, if the AI doesn't manage to do a good-enough job to be a challenge, then Firaxis simply hasn't pushed that number high enough.My point was that the existing production boosts help it do one or the other, not both, and that it's simply easier to correct for poor combat AI by spamming extra units than it is to correct for poor building AI by allowing it to build more stuff, when that stuff will often be unnecessary holy sites, excess spaceports in low-production cities, aerodromes and air units they won't use, or extra Wonders. There's far more of this wasted effort than just situational Wonders (and many more situational Wonders than you're crediting. How often do you see Jebel Barkal built by civs that have no need for any of tourism, faith or iron, say?). When you have an AI that's bad at both building and combat it's pulling the production bonus too thinly, since it needs to compensate for both, and is putting all its bonuses into treading water rather than actually increasing the difficulty for the human opponent.
So?
The relation of strength between an AI who is getting a production bonus and a player who is playing well, depends entirely on the size of the production bonus and the skill of the player.
An AI that is making bad decision will lose against a bad player and a good player.
An AI that is making bad decisions, but has a <small> production bonus will win against a bad player and lose against a good player.
An AI that is making bad decisions, but has a <large> production bonus will win against both.
Obviously that's not ideal as I said, but it's an easy way to compensate "behind the scenes".
Not true at all. Bad combat moves are visible whenever you're in combat with an AI. It's there, right in your face.
The reasoning here is not: "The AI has all of the extra production, but it does not make use of it, so that's not a solution!", the reasoning is: "The AI is bad, so we have to give it extra production so it can produce silly things without taking too much damage from it."
It's not hard to balance that at all. You just put a percentage there and see what happens, that's what difficulty settings are for. Players easily beat Deity? Increase the percentages, and there you go. Did you overdo it, and now almost nobody can beat Deity anymore? Well, that's not even a problem, after all, there are difficulties below that.It's a very difficult way to compensate behind the scenes, since to balance this effectively you need an idea of the average efficiency of both the AI and 'good' players.
That's nonsense. First of all, how do you even calculate that theoretical yield if it involves working tiles? What if there are stronger tiles available, do you factor those in? Or do you just assume that the AI is going to work all of the wonder tiles? Do you consider tiles that are going to be part of the city soon? If so, do you factor in border expansion speed? Do you consider the size of the city, and that it might not want to work the yield type that the wonder (or building) adds right now? What if it's a wonder that will become really good in that city, but only after it has grown?It should in fact be easier simply to code a calculation of this sort into AI priority setting ("if I look ahead, how many resources do I get over X turns after completion for spending Y resources?") and positively weight the results that produce the greatest efficiency.
It totally does. Gaming AIs are bad and always do stupid stuff, it's all about hiding it so you don't notice.Sure, it's visible, which is why it gets all the complaints, but that doesn't equate to it being more of a fundamental problem.
Nice general concept for a mod...Maybe it would be easier to define reasonable requirements for wonders than try to teach AI to understand complex game mechanics like wonder effects. Define the requirement in a way that you can only build a wonder in a city when you get an advantage from it.
Example : Chichen Itza
Make the requirement to have 3 or more Rainforest Tiles in city area.
It's not hard to balance that at all. You just put a percentage there and see what happens, that's what difficulty settings are for. Players easily beat Deity? Increase the percentages, and there you go. Did you overdo it, and now almost nobody can beat Deity anymore? Well, that's not even a problem, after all, there are difficulties below that.
That's nonsense. First of all, how do you even calculate that theoretical yield if it involves working tiles? What if there are stronger tiles available, do you factor those in? Or do you just assume that the AI is going to work all of the wonder tiles? Do you consider tiles that are going to be part of the city soon? If so, do you factor in border expansion speed? Do you consider the size of the city, and that it might not want to work the yield type that the wonder (or building) adds right now? What if it's a wonder that will become really good in that city, but only after it has grown?
You will simply not get "good" results without making extremely complicated calculations, which have to be done again and again and again for x buildings in y number of cities. You could get "better" results by making the AI check the tiles that it has available, but you would not get "good" results. Production bonuses would still be necessary to make up for suboptimal solutions.
It totally does. Gaming AIs are bad and always do stupid stuff, it's all about hiding it so you don't notice.
I think there just isn't much effort put into creating a high difficulty cap. It's not relevant for most people, what is relevant are obvious flaws that take them out of the experience, or that allow for cheesy tactics (such as, capturing unescorted settlers).If it were that easy Firaxis would have done a better job with Civ VI than they have.
Which means you'll still end up with wonders that have 1 tile that can actually be worked.Anything can be made unnecessarily complex - that's not a meaningful argument. The point is to get a better approximation than the current "I have nothing better to do - time for a Wonder!" approach, something that works as a general approach for any type of production (other than units). It literally only needs to consider tile output with the building vs. without - that means it will sometimes overestimate the value because it won't be able to work every tile, and sometimes underestimate because border expansion will usually only increase the potential output.
Besides wonder-building, district/city placement, combat and policy cards.. I've noticed how awful the AI is at governor placement. I've watched Scotland cede their capital to me via loyalty simply because they didn't place a governor in it. They only had 2 cities so they certainly had enough governors to put one there and it would have been enough to stop the city flipping.
What's more, they're constantly moving their governors. Aside from the loyalty boost, they never get chance to make use of any of the other bonuses because they're always in the 5 turn establishing phase.
Maybe the 5 turn delay should just be eliminated for he AI. Asking the AI to pre-plan things like Magnus chops seems a bit much.
As for putting governor's in to stop loyalty, that might degrade the user experience. What is the point of a new mechanic that has no effect because even the AI can stop it?
Maybe the 5 turn delay should just be eliminated for he AI. Asking the AI to pre-plan things like Magnus chops seems a bit much.
Why the dig on youtube views? He's making a pretty valid point. The AI in Civ 6 is and has always been the worst in the series. Yes it still is. They've just now made it where civ's will even build ships, they still don't utilize air power. The AI is NOT better than in Civ 5 at all. In virtually every situation the AI makes stupid decisions, whether it's city placement, unit upgrading, unit production, or attacking cities. It only ever excels because of the bonuses it gets from difficulty. That's not good AI, that's a game mode.Well the combat AI is now better than in Civ 5 so that's pretty sweet. (Yeah yeah Civ 5 combat AI isn't great but..)
But of course a big shocking headline creates more views on youtube.
I say that for most of players AI is _good enough_.
Next I think they should concentrate on getting it to build more air power.
Why the dig on youtube views? He's making a pretty valid point. The AI in Civ 6 is and has always been the worst in the series. Yes it still is. They've just now made it where civ's will even build ships, they still don't utilize air power. The AI is NOT better than in Civ 5 at all. In virtually every situation the AI makes stupid decisions, whether it's city placement, unit upgrading, unit production, or attacking cities. It only ever excels because of the bonuses it gets from difficulty. That's not good AI, that's a game mode.
Why the dig on youtube views? He's making a pretty valid point. The AI in Civ 6 is and has always been the worst in the series. Yes it still is. They've just now made it where civ's will even build ships, they still don't utilize air power. The AI is NOT better than in Civ 5 at all. In virtually every situation the AI makes stupid decisions, whether it's city placement, unit upgrading, unit production, or attacking cities. It only ever excels because of the bonuses it gets from difficulty. That's not good AI, that's a game mode.
No. You are wrong.
Since R&F the AI IS better than Civ5, absolutely. It is not even debattable. Saying the contrary is lying and promulgating false information. Sorry to break your Civ5 honey moon dude. Play the game.