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Like2frolick
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St Louis, Mo, USA
Nov 2000 time: 05:12
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The AI needs help, people....and it needs it badly.
Yes....we all know that the AI is not bad in a tactical manner. Generally, on Higher difficulties they can keep up with tech, and have an advantage in combat and production.
However, anyone who's ever developed a chokepoint on the AI, or watched AI unit after AI unit bash into a defensive fortification KNOWS that the AI needs help both strategically and tactically.
Ideas: First off, each Unit should have a "type" like in Civ:2. Attacker/defender/ship/plane/submarine.
The main unit insignias would be.
Attacker
Defender
Pillager
Attacker Units have High Attack figures.
Defenders have High defense figures.
Pillagers have High movement.
Now...the AI should be programed so that
Attackers like attackers, and so they tend to stay together.
Attackers like Pillagers, so they tend to stay together.
Attackers and Pillagers do NOT like Defenders...so they tend to stay away from them.
Now....Units should also have aggression depending on a number of factors:
Enemy city nearby: Incrase Aggression
Enemy Units Nearby: Increase Aggression
Allied units nearby(support range): Increase Aggression
Tech level better: Increase aggression
Veteren Status: Increase aggression
Damaged: Decrease Aggression
Alone: Decrease Aggression
Enemy FORTIFICATIONS nearby: Decrease aggression.
Enemy is on ANY tile, except Ocean, Plains, Grassland: Decrease aggression
Enemy is on Ocean, Plains, Grassland: Increase aggression
AI units would be programmed to try to move towards cities, and AVOID heavy defenses.
I think this would improve the AI. If they're programmed to avoid defenses....(I.E. My Three Veteren Mobile Infantry, fortified on a Mountain in a fortification)then they will make fewer stupid mistakes, and be more of a threat.
Any more ideas on fixing the Civ AI?
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Edward
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rah,
Actually I was envisioning the same combat system as Civ2 has, just with the AI being a little more intelligent. (Having units not work independently, but instead realize they have friends who can help them - a unit with a low def tries to stack with a unit with a higher def, multiple units try to time their attacks to be on the same turn, etc.)
Civ1: Ut-oh, my exploring horsemen opened a hut full of barbarians! But with no hitpoints to wear down, my horse is at full health after each victory. His luck enables him to survive all 8 attacks! Yea super horse!
Civ2: My foe has decided to stack three elephants outside the city gates. Well, one well-placed rock from my catapult will knock out all three armies. Yea!
If an attack in Civ3 only takes out one unit in the stack, the city counterattack (via horse, catapult, crusader, whatever) will not be quite as effective as it is now.
In Civ2, if a city never counterattacks, you can mosey on up enough troops to take out any number of defenders. However, the prospect of a city counterattack taking out a stack of your men in one fell swoop means you need a bit more planning. Maybe you'll have to move your attackers onto many adjacent squares in hopes that there aren't enough counterattackers to take them all. Maybe there are some good defensive squares that you can fortify a defender in to (hopefully) protect all troops stacked there. Maybe there's some open ground so you can amass your fast riders one square away, then descend all in one turn and wipe them out before the city can counterattack. Maybe you'll have to build an adjacent fortress to protect from the "one shot kills all" phenomena.
Allowing other units in a stack to survive makes the game lean more towards "the guy with more units wins". (Some might say Civ2 is already like this.) Yes it would make the AI easier to program since most of the options above entail careful moving of units to certain squares which the AI has trouble with. I guess there'd still be stack mix (defensive & offensive units) and terrain factors to consider in unit-level tactics.
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