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Risa
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In my last game (two about-same-size continents), when I finally conquered my continent and enter the industial era, AI's England had united her continent and enjoyed her industial era for a long time. But I caught up in no more than 20 turns. That is all because AI wasted its time in Nationalism branch.
That is an extreme scene, but AI tech choice in that scene is not uncommon. I think it's because Nationalism gives rifleman and a bunch of game options, Espionage offers covert missions, and Communism and Fascism are government techs, these factors weigh too much in AI's algorithm. Unfortunately these techs are all optional, and playing without these techs is not hard at all.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:32
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Communism was AI's preferred war government. Now, it's fascism. It does open up human tech trade possibilities.
The PROBLEM isn't AI preference for Nationalism, but rather AI predicatbility. If one AI civ has nationalism, you'd almost be guaranteed almost all AI civs will be researching along the same path.
The AIs not researching iron clad tech for example, is so predictable Firaxis/BA advertised it as a 'feature' or as a freebie strategy for human players.
I think a better solution is to give each AI civ more flavour by having them favour one path over another.
An AI civ may decide to go Steam- Electricity route and then have them reevaluate their tech paths every 2 or 3 techs. This process may certainly have an element of randomness with an rng diceroll as well.
An alternative, and this could be an easier fix is to use
The relative predictability to help the AI by writing special algorithms dictating special behaviors once certain conditions are met. For example, an AI civ that ia behind in tech, will be more prone to research techs that the other AI civs don't usually research, like Iron clad, in hopes of trading it away for something else.
A middle of the pack AI may also, through an rng dice roll, pick a tech from a list of techs that the AI is known to place a lower preference on, opening up the possibilities of advanced AI civs researching less popular techs.
Last edited by dexters on 21-11-2003 at 21:42
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Risa
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In fact, I didn't mind predicability in some degree, if AI opted for a relatively best choice. After all, we human also play in some more-or-less-predicable patterns, don't we.
As a student of computer sciense, I reach the conclusion from my observation that AI's tech-choosing algorithm do have a random factor (or it contain much more factors than I can image), and it works fine in other circumstances, only gets messed at this early-industial time. So increasing weight of random factor (or those factors I haven't consider) will perhaps make AI too unfocus on a goal. That leaves us only rebalancing weight of early-industrial techs. Perhaps we should teach AI the importance of railroad (Steam Power), getting infantry and artillery asap and increase of worker's rate (Replacable Parts), production and defensive boost of metropolis (Sanitation), and the amazing bueaty of Theory of Evolution (Scientific Methods). Or we can de-evaluate factors given in Nationalism branch, though I have no idea how to.
BTW, in my last game the English did research Iron Clads. That gave me some time to visit Communism (for police office, of course).
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Risa
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If I want to defend my country with limited units, I'd choose infantries and railroad system by beeline to Replacable Parts. Riflemen aren't strong enough to rely on. Of course it needs dozens more turns to research, but I can keep myself from total annihilation by diplo skills in that time. It works in SP, I haven't any experience in MP, though.
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