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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:34
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For the readers amusement:
AI 1: Boy is Jon slow, he takes a full five seconds to make turn 2 is a non-expansionist civ, and only gets slower from there. 
AI 2: And sometimes I get the feeling that Jon is a mind reader, I have my stack of doom all ready to march straight to one of his cities to sneak attack it, but does Jon let me? No, and he doesn't even have the curtisty to demand I declare war or leave so I can declare war, but instead he just sends the workers away and sets up a mobile road block and we stay offically at peace. 
AI 3: And when there's choke points, Jon always seems to claim more land that he should, he even has the gall to set up mobile roadblocks against my unit-settler pairs to keep me from filling in all those holes with my own cities. 
AI 4: And Jon always seems to get Philosphacy first, and to add insult to injury, always picks one of the most expensive techs to get for free instead of the cheapest one. 
AI 5: And how come Jon gets to hire a taxmen or scientist to maintaign order and we must hire a entertainer? Human-Cheat! 
AI 6: And I think Jon actually adjusts the sliders on each of the last three turns. That's another Human-Cheat! 
AI 7: And all the AI in the Metospotainia conquest told me how Jon playing Egypt, a non-religious civ in that conquest, bypassed the Tribal Council government entirely! Cheat! Your supposed to switch to every form of new govt as soon as you discover it to fully experence the anarchy, man! 
Last edited by joncnunn on 14-01-2005 at 01:46
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:34
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At this point, no. I am kinda of hoping that some of those who end up writing the Civ IV AI read this and write either the core rules or the AI is a way to eliminate all but #1.
#6 would be easist to fix, it doesn't exist in Civ II or SMAC. Just abolish the min & max turn tech limits and let the extra science beakers count towards the next tech like those games while keeping the reduced cost for techs you know that other people have.
Next easyist to fix is #4, greatly increase the AI weight of a tech granting a free tech when it's undiscovered and select max cost tech when it's been granted one for free.
#5 is a little tricker, but still simple. If a city would be in disorder and has no non-entertainer specalists already, select taxmen. If city would still be in disorder change specalist to entertainer. If city would still be in disorder repeat.
#7 is a matter of adding either worst case or average case cost-benifit analysis, including expected future income, future support costs, the zero income but no support of anarchy, and the new worker rate (if there's work to be done) along with the half speed worker rate during anarchy (if there's work to be done). Sugestion to Firaxis: consult with ET whose done extensive matematical analysis for switching for the democracy games here. It's mathematicaly tedious and so I "feel" the right time to switch more than calculate it but you can't very well code an AI to feel the right time.
#2 and #3 are the hardest. Humans know when to try to manevuer to avoid an obsticle, when it's time to try to concentrate a force against a small part to pound thru, and when it's time to give it up.
#2 is occuring because the AI weights the potiental loss of an indivudal unit too highly, especally when odds are overwhelmly in favor of most of the stack surviving unharmed. (The General McC. Syndrome : US Army General early in the US Civil War)
#3 is a manner of the AI doesn't know when to give up. It's settler pair is never going to reach the target against the mobile wall and the single unit isn't enough to pound thru. (The Hitler Syndrome) 
They would also need to avoid the General Custer syndrome as well. 
Last edited by joncnunn on 14-01-2005 at 01:51
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