I don't follow your argument here, never play the game, if the game able to make stack work better, why not demonstrate how civ's stack can benefit with borrowing some of the Warlords 2/3 stacking system/rule.
Because a lot of what made that system good was fantasy elements and a much wider array of units with +stack bonuses (many of which were situational outright or more impactful against certain things). No era in Civ has even close to that level of mixing/matching available to stacks, and if the game wants to keep any semblance of historical inspiration it probably can't. Warlords had an economy side, but it was more combat/war focused. Civ's degree of abstraction is a bit higher-order, and thus we wouldn't expect quite that degree of complexity in one element of its gameplay.
Eh, axe rush? I don't know why you dismiss this clear problem.
Assuming axe vs axe with anywhere near similar investment, defender wins the war and both players probably lose the game. Axes w/o spears will get absolutely rinsed from the map by chariots, but if they invest in spears they lose to pure axe at less hammer investment.
All of this gets more important as you add collateral damage, crossbows/gunpowder, and counter promotions.
Good argument. We can make a variety perhaps by putting more variety of what combination of stack you may have. Lets say you can stack either 2 cav, 1 infantry, 1 pikeman and 1 archer. Or 1 siege unit, 1 pike man, 3 infantry. Or with certain tech, building, civ or policies you can also have different stack, like Mongolian for instance can stack 3 heavy cav and 2 light cav. So on so forth.
Why constrain what can go in the stack, at all? Could offer different abilities/limitations depending on what's in it.
This effort has taken years of effort though. It has been an unsolved problem for quite a while. I also assume that whatever methods they are using to "teach" the AI take a while and would not be easily transferrable to something like a board game being simulated on the PC (like Civ).
It would be easier to look up machine learning. The gist is that training the AI on Civ doesn't seem to have any barriers that weren't already solved for the other games.
It also seems that Civ has so many different ways to play, whereas GO has one set of rules and that's it.
Civ has one set of rules and that's it, too. You have constraints, and victory conditions. But those victory conditions are all part of one rule set, and which victory condition doesn't matter, the AI just has to attain one of them. What I suspect you'd find is that Civ does not, in fact, actually have "many ways to play". And that instead some strategies/approaches strictly dominate others. Whether or not that's true we'd get to see play out if an AI were trained on it. But I don't see many "alternative strategies" that do anything meaningful against "technological advantage + military units". Maybe if the defender's advantage is too large for optimized AI that don't make mistakes and tech similarly, space would be the default win? Give it enough imbalanced game scenarios and I bet we'd still see it conquer weaker starts though. Would have to see it play out to know.
Which makes me wonder how the StarCraft 2 bot that can beat humans works? Do you have a link to this thing in action?
When saddled with extra restrictions, it "only" beats top competition most of the time. When it still has some restrictions, but much fewer, it went 4-1 against Serral (reigning world champion at the time).
https://deepmind.com/blog/article/A...t-II-using-multi-agent-reinforcement-learning
Whether the literal best player in the world could take a game or two off it in Civ wouldn't matter, much. Nearly every person in Firaxis' target market would have an unwinnable opponent in SP w/o massive bonuses.
And I mean, that's a part of the reason why Civ doesn't use any AI principles when presenting us with computer opponents, right?
Machine learning is pretty new (these AlphaStar developments are mostly post-Civ 6 release IIRC). I'm not familiar with it being used by game developers, and the people who handle it the best are usually working outside the world of gaming.
I think that's part of the reason. The other part of the reason is that the AI in Civ 6 (and earlier Civ games), in addition to being bad in general, is also intentionally bad to mask design flaws with the game. As in, I strongly suspect that if you are really trying to win against opponents who are also really trying to win, and everyone is playing close to optimally, that a significant chunk of the game's options and victory conditions might as well not exist, and Civs that emphasize those options would be strictly dominated by those that emphasize viable strategies.
Even going back to Civ 4 times, the devs went on record saying they designed their AI to intentionally not play the same game humans who are trying to win play, because they believed that approach to be more "fun". That practice/choice clearly remained in play for Civ 5 and 6.
I still hold that this is an admission of a design limitation, a flaw with the core rules of the game. But maybe they couldn't do anything about changing the rules/engine to work around that and instead compromised the AI to get something that could ship and play passably enough to have a good game otherwise. I can't even say they were wrong for making that choice, for accepting the design flaws in the name of producing a game at all (and one that was nevertheless quite successful).
I was not asking for a pure AI opponents in Civ. I just don't want them to be so damn stupid and predictable. I want difficulty levels to be actual difficulty levels and not just handicaps.
This generally involves writing multiple different AI, however. And Civ is in a state where it's not clear they can write one AI
.
1UPT makes for a better war game. The tactics of a doomstack are much simpler than the tactics required for 1UPT. Whether or not Civ is supposed to be a war game is a different discussion though.
People like to claim this, but I haven't seen it demonstrated as true even once. You move a simple doomstack into the territory of a human in PvP at equal tech, and you better be damned sure his army is somewhere else. Otherwise, you're the one who will be out of the game soon.
In my opinion, a lot of the problems with 1UPT in Civ 6 could be alleviated by giving every unit an extra movement point. Why they went with such a low movement speed is the more baffling design decision to me.
You need more tiles/space between cities relative to production. Wouldn't hurt to make cities less ridiculous rather than more so too, since that would mean survival actually takes meaningful investment.