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Akron
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It's impossible for the reviewers to thoroughly assess the game's ai, as they only have a limited time to learn and play the game, so they can't really master it and give a good review. I'm sure the ai will be as easy as it has always been. Good ai in a strategy game as complex as civ is hard to find. Hopefully, the ai will tend to be aggressive, as in civ 2, as opposed to passive as it was in CTP 2 where it never really did anything.
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Crouchback
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quote: Originally posted by Rasbelin
We know that the AI gets bonuses at deity (refering to the Civ III preview in The Games), but what kind of bonuses is a mystery. |
Firaxis have said that the AI cheats in favour of the player upto Prince level, doesn't cheat at all at Prince and only after that cheats for itself. Which hopefully bodes well for the AI's ability to hold its own. But then I'm just gald they employed a special boffin (Soren Johnson) to specifically handle the AI.
BTW the only link I could find at short notice is on another civ site.
David
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smellymummy
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there is a week or so left until the game is realeased, and I have to agree that out of all information given, AI has really been lacking - information wise.
Maybe because imagining how the AI would work can be mind boggling, especially when you'll want to apply it to code, or maybe because it stinks, much like other TBS games in general.
What I expect.... I become the superpower and the entire world hates me/forms aliances vs. me. Never able to get any civ to trade, therefore forcing me to restart the game until I get "the good starting location" with resources and all. Silly AI tactics for military... Well the list could go on, but I'm sure we've all played civ2 to death to know these things.
I am hoping for a smart and good AI, one that can play Intelligently, yet Artificially in it's own way 
Although, short of having more information about it, I sincerely don't think civ3 will deliver the kind of AI I want, and others want too.
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art_vandelai
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With all the added complexity in the game, you'd think that the AI would not be as good. However, due to the evidence we have collected that many unbalanced strategies that are focussed on a single point of AI weakness will no longer work (e.g. ICS, war being a hinderance, stealing technologies in the end game). The only singular strategy that haven't been tested much is cultural domination, which (without having played the game) seems like it may be very effective.
If the cultural domination strategy is not a cakewalk, the players will now be forced to take a more pure, balanced approach to win the game. Even in CIV II, I found that balanced approach (which is how I play) gives mixed results, and on Deity makes it possible to survive, but not win outright.
While the players who spend every minute of their day analyzing every move in minute detail should easily be able to beat Deity, I think it will be a fairly balanced and competitive game with the AI's 'cheats' vs. the player's ability to conduct long-term strategy.
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Blake
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Brainfallocatione
Oct 2000 time: 17:15
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I just really hope there is a few options for modifying the AI's, *especially* how much it values particular units, facilities and terrain improvments. This is not much to ask for, but makes it much easier to update or tweak the AI. It would also have applications in scenerio or mod design, traditionally the only way to stop the AI building a particular unit was removing the unit from the tech tree!
If such a system had been included in SMAC, using the same basic code for unit movement, invasions etc, the AI could have been made a lot better, by encouraging it to build facilities, units, and terraforming conductive to particular strategies.
The Civ3 enviroment should be a lot more AI friendly than SMAC's, with pre-set units, flat terrain (less terraforming choices), goverment instead of SE, fewer easily abused features (Crawlers, pop-boom, 'plonking' down wonders) and overall less general complexity. Culture is about the only *new* complexity, oh, and the trade system, that could cause a headache for the AI....
If they can make a slight improvment in the general AI code over SMAC's and add a bit of customization ability in the rules editor I think the AI should do very well.
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