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Maquiladora
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Theres a few people here who dont want to change or even add to the fundamentals of the game and some of the things you mention such as supply and resources would make it actually quite like civ3, which is even worse to some. I like the idea of resources but certainly not for the sake of adding another feature.
Perhaps when you think of AI improvements you think of its movement and grouping units, well this needs improving, but a lot can be done in txt files. The advance choices, the way it uses specialists, city improvements, and also what units to build can all be improved or rather, fixed in some cases, also add more strategies for different situations. Peter Triggs, Hex and a few others could probably tell you more than I can about the potential simple tweaks and improvements anyway.
I'd like to see how the AI would do with slower unit speeds, based on their type, foot 1, mounted 2, wheel 3, hover 4, since it has more time to react on defence it could help it a lot, of course it would attack slower but if things were done right the AI would have more units anyway. They had slower units in civ2 and they didnt even need them, because defending was much easier if you were organised, this made for epic games. This means defending cities needs to be made easier too and can be made easier by changing the way combat defence is handled mentioned by Locutus, this is really important, since you can only have 12 units defending a city at one time, 12 units defending a city should always beat the same or slightly higher rank 12 units attacking, and beat them comfortably, but this doesnt happen right now, with 3 stacks you can take 3 cities a turn sometimes, due to the speed of some units. Even if these units were weaker it would still be a problem for the AI though. A human with any unit that can move 4 spaces is gonna be a lot smarter using it than any AI, so why not reduce the unit to 2 spaces, the human has less options and the AI has less chance of failing, instead of realising its gone 4 spaces in the wrong direction, its gone 2. 
When the AI can repel a proper attack or keep the human on the back foot even then the game lasts longer. Assuming we've fixed its problems with generating more science and continuing to grow, the AI will continue to be a threat all game.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:16
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AI is what I want above all in a Civ game, I will even enjoy a game with less complexity but a decent AI. I want the AI to make some good decisions, not just to have lots of military units, attack me and force me to go warmonger. I want an AI that can be peaceful enough and build its empire well in peacetime, so that it would not fall behind me technologically and economically.
Civ3 AI is fine. Yes, it uses some cheats, but it does make decent decisions often, and it is capable of full-scale invasions with sending huge amounts of troops over the border, and supplementing that by navy ships. CtP2 AI, with the mods, is also fine, biut it does do some extremely stupid things, and is uncapable of some other things. The main incapability of this AI is its inability to do any reasonable cross-water invasions. It might drop 1-3 units on another landmass, but that is never a threat. Generally, if you control a landmass of your own in CtP2, you are safe from any invasion. However CtP2 AI is unable to surrender properly often, is poor at keeping conquered cities and has some other problems.
But I believe that all effort put towards improving the AI is to be much appreciated. After all, getting a challenge in other ways is easy. You can use the text files yourself to give the AI a 50% research boost, and whatnot, but that will be, artificial challenge, challenge through difference in numbers. Ideally, the AI should be at least competitive on equal level, that is, with production/upkeep/research costs same as the human player. But as it is, any tweak to AI is a huge YAY in my book.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:16
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I wonder whether the long AI turns are a problem only for you or everyone who's played that build? It seems that others are playing fine... and no, I myself still have not played the latest playtest build, I am in the mood to do so, but don't have an evening to devote to CtP right now.
However, naval invasions are definitely possible to implement. Not a trivial task, but it's obviously doable. I also mentioned them in the first place because that's what I enjoy, cross-water invasions, by me or against me - and that also is what I liked about Civ3, there the AI could invade your landmass, whereas in CtP or SMAC, it would at best be limited to a single unprotected transport with few units.
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Protra3211
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Love This game!
Would like to see the AI expand and hold ground. What I mean is that if the ai goes to war with you will not forget defense , What I have done is only change some numbers in Goals file and and other files is to raise attack numbers but kept defense numbers as in 1.11
Will give you my numbers in another thread . What happens is the ai will send some stacks to attacked city or face off your units. If units come out of the city -units from inner part of the empire would replace them
I know many in here know the files systems alot more than Ido put have been enjoying testing numbers to see what would happen.
Defense is not always passive. The more land the ai controls and is able to hem in the human player the harder it will be for you to win the game
Chess is a good example of this. Weaker players will go for a closed game . Alot of defensive moves to keep control of the center . If the ai could expand and build up defense fast the affect would keep you off balance.
A attacking ai that could take out your cities quick would be geat but this would mean that many ai cites are open to counter attack by anyone on its borders.
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Protra3211
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How far can you go?
It seems so much has been done already to improve the game . I still recall when the first Diplomod came out it was a bright spot in the long line of improvements.
Cradle and other major mods were unbelieveable for a game the had a very poor AI.
I think taking some movement points away like stated above is a start . Maybe giving goverments along with units that only the ai could start and buid might work. Could spread the cheats out more using Units and Govement texts files this way.Wouldnt have to depend so much on the DiffDB file.
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:16
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Theoretically, we can now do anything as we have the full source code, but practically, we can't, because manpower is seriously limited. If we had a couple of people working full-time, it would have been a different story .
But yes, indeed, much has been done, with mods and with the source. I should note, though, that different mods have a different approach to the AI. Cradle makes it challenging by making it aggressive and improving the military part, while for instance GoodMod tries to improve general decision making on the AI's behalf, which is what I personally prefer. IMO, peace should always be a viable option in civ, therefore, the AI should be able to build well and not fall back during peace - or alternatively, conquest other AI civs to grow and possibly outgrow you.
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