Will the AI be able to handle all that uniqueness?

Really this - There's a huge difference between a civ that gets a bonus to early (or all) wonder production as a base trait - versus a civ that needs to use a unit in a different way, even if it's a slight difference, as in the case of Quin's worker being able to rush wonders.

So, the China generally needs more priority on building Workers early, plus high value of Wonder rush worker ability. This way the ability will be utilized more or less effectively :)
 
Will it be able to use them "optimally"? Probably not. But even in Civ V I haven't noticed any serious problems of the AI being unable to use its unique units or abilities.

Move and shoot.

As simple as that, but game changing. HUGE game changing. How do I know? Because Gazebo fixed it, and it makes a HUGE difference.

That is only one example.
 
Move and Shoot is not a unique Ability, it's a basic combat mechanic.
 
To me the combat AI is the most important aspect of the overall AI, because if it's trivial to beat, then you could in principle ignore most other mechanics and just steamroll the whole world with your one army, if you could stand the enormous micromanagement.

Totally agree. The reason I stopped playing Civ 5 sooner than other civs was the hopeless combat AI. At least with SOD there was apprehension when a large stack approached. In Civ 5 it was a doddle beating even numerically superior forces and I finally lost interest. I liked everything about the announcement of the new game except the continuation of 1UPT. At first I couldn't believe they were really persevering with it. I just hope that the modifications to it and the years of solving issues have allowed the devs to improve the combat AI to a point where it represents some kind of challenge.
 
Totally agree. The reason I stopped playing Civ 5 sooner than other civs was the hopeless combat AI. At least with SOD there was apprehension when a large stack approached. In Civ 5 it was a doddle beating even numerically superior forces and I finally lost interest. I liked everything about the announcement of the new game except the continuation of 1UPT. At first I couldn't believe they were really persevering with it. I just hope that the modifications to it and the years of solving issues have allowed the devs to improve the combat AI to a point where it represents some kind of challenge.

John Shafer wrote most of the A.I. code for civ5 and has admitted himself that it wasn't all that great. New game, new team, new code. I'm pretty optimistic. As strategy players I think we've come to accept that A.I will always have shortcomings but I think civ5's a.i. was exceptionally poor by modern standards.

I'll be honest, I hyped up civ5 a lot but ended up thinking it was awful. BnW, however, finally made it feel like a complete concept and That's Ed and his teams doing; the same team that now gets to make a game with a blank canvas instead of one starting with systems they simply can't change because you're making expansions to existing content.

I think the fact that they've kept the 1upt and other things is a testament to their confidence that it can be done well - otherwise there's really no reason they wouldn't have gotten rid of it when designing a new game.

Despite my misgivings of civ5, I do look forward to John's new game. It looks gorgeous and has a lot of creative ideas.
 
Civ5 was developed at the point where turn-based strategies were considered dying, niche genre. With success of Civ5 and XCOM I expect Firaxis to put much more resources in Civ6 development. That's what I'm basing my hopes on.
 
It is. Only UUs like camel archers & keshiks are capable of pulling such feat out of the box.

Well, if your normal Units can't move and shoot then you may be an AI. :p
 
I think Ryika may be being sarcastic - speaking to the incompetence of the A.I. in general.
 
I think Ryika may be being sarcastic - speaking to the incompetence of the A.I. in general.

I thought he was making a Jeff Foxworthy-type "you might be a redneck" joke.
 
We know there's at least some coding that's leader-specific. In the same chat where the unique abilities were revealed, Ed was talking (and I'm paraphrasing here because it's been a little bit) and he said that some of the leaders would use exploits to take advantage of the various bonuses associated with districts. I think this was in order to reflect their unique agenda, but hopefully it's broader than that.
 
I think Ryika may be being sarcastic - speaking to the incompetence of the A.I. in general.
Well, I was being sarcastic, yes.

As Acken pointed out correctly, all ranged units can "move and shoot", which is what I said in my first post. Babri seems to have misinterpreted what I said, because he meant "shoot and move", which is indeed the strength of camel archers & keshiks.

However, unless I've missed a change since I switched to Beyond Earth the AI cannot actually "move and shoot" (As in: If an AI archer unit moves 1 tile it cannot then shoot, even if it has clear sight on the target), which is a huge flaw that greatly damages the AIs ability to do combat, but nothing that has anything to do with Unique Abilities.

"Shoot and move" does have something to do with unique abilities, but is a lot less of a problem - at least the fact that the AI can't use it properly, the fact that it is completely helpless when defending against it is of course another big issue.
 
Civ5 was developed at the point where turn-based strategies were considered dying, niche genre. With success of Civ5 and XCOM I expect Firaxis to put much more resources in Civ6 development. That's what I'm basing my hopes on.

I'd feel much stronger in that direction if they hired some of the main modders from Civ 5 to work on Civ 6, but that hasn't happened :(
 
Modders aren't developers, there's a huge amount of difference in doing something in your own time as a hobby of passion and having to do it for a minimum of 40 hours a week every week. One of the largest failings of modding communities, from the perspective of being involved in several. Very little awareness of professional software development paradigms.

Can modders be hired as a result of their craft? Absolutely. But Firaxis' decision not to do has absolutely zero impact on the resources invested in any of their titles.
 
I'd feel much stronger in that direction if they hired some of the main modders from Civ 5 to work on Civ 6, but that hasn't happened :(

They did borrow some ideas from CBP, however. :)

For example, they ditched the awful global happiness mechanic.

I think they are listening to the fans and modders which is promising.
 
I'd feel much stronger in that direction if they hired some of the main modders from Civ 5 to work on Civ 6, but that hasn't happened :(

They hired one of main modders of Civ4 as lead designer of vanilla Civ5.

As pointed out already, modders aren't developers and there are completely different skills needed.
 
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