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Diablo, Bro. of Mephisto
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Salt Lake City, USA
Oct 2000 time: 05:12
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What you mean!?!?
If you mean what firaxis should improve on the AI, then I totally agree with you. they need tons of improvement.
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UltraSonix
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Melbourne, Australia
May 2000 time: 15:12
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Firaxis'll never tell us - I think that'll be like Coca Cola telling us the recipe for Coke. But one of the civ-clone developers like Thue could tell us...
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No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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More info about how Civ/SMAC AI works will be interesting, still... what's the help about players suggestions?
Just for fun:
Q. Do they know to target a city's resource tiles?
Firaxis A. No.
Lot of Apolytoners (screaming) R. Heck! Then just do it so, silly loosers! (disclaimer: title I write here are not real in any way, just to underline some mood here and there ).
We can try to help Firaxis suggesting things AI should do with manageable (in algorithms terms) info.
Usually AI cheats right because it knows info that human player don't (like know every enemy unit position, just to cope with "surprise" attack and ambush).
Tactics to use with available info is another story:
is it smarter to attack stronger enemy units or to strike back on flank, against weakest units, decimating them before they recover strenght?
Better move your settler for another bunch of turns, just to reach a better production site (that AI can know because of cheat), or sit down here and found city ASAP to gain production time?
So, can someone try to write down AI player tactics a computer can properly... compute ?
BTW, AI cheating are frustrating, still actually the only way to keep game interesting till the midgame.
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Admiral Naismith AKA mcostant
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DrFell
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well, heres what i know for what its worth...
the ai does take into account relative power when negotiating, this is modified by weather the civ is 'aggressive', neutral, or 'rational'. it certainly seems to take into account military power, i.e. if your more powerful, ai is more likely to be friendly. if you are the most powerful thought they seem to treat you badly regardless of what you do.
they seem not to have a clue about how large or important particular tagets are, it seems they are just as likely to attack any target.
they also dont seem to know about defensive terrain either, overall the computers military capabilities are appalling. it seems to just consist of attacking a unit/city until it is destroyed/taken. they dont seem to consider relative attack/defence strengths, as shown by how often the ai throws itself against a mountain with a phalanx-in-a-fortress on top...
as for resources, im not sure, i know the ai generally only places cities on grassland and plains squares, each square has a special ai value, so that desert/glacier, etc will never be built on. im not sure about forests/hills. they seem to ignore special resources, using them if they happen to be located in a city radius. but im not sure about that.
ai seems to have some idea about governments. for example theyre more likely to switch to fundy when theres little left 'interesting' to research, that is when all the techs available have a low ai value (although 'civilized', and 'militaristic' civs have different tech ai values). i assume they are more likely to switch to demo when theyve got lots of interesting tech to research.
the ai in the game is a pretty poor match for a human, all thing considered, which is why the ai cheats to create more of a challenge.. but im not even gonna start goin into how many ways the ai cheats... .
hope this has been of some help, at least, i tried to answer your questions, there are probably other things i couldve written. one thing i hope they can improve for civ3 is the military side of the ai, truly it was terible on civ2, and it is probably the hardest part of the game to cheat on, without spoiling the game by making the cheating obvious. fingers crossed, theyll be no more 'wasting hundreds of units on a fortified phalanx' again.
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Dom Pedro II
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The College of New Jersey
Nov 1999 time: 05:12
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Ok, I'm probably not going to get the attention I wanted by putting this in this existing thread, but I've got some ideas on improving the AI.
NOTE: My experience with programming is very limited, and I don't know if my ideas have any validity, but I figured I'd post them anyway.
I think that there should be a series of pre-planned campaigns and templates for the AI to follow.
The templates (as was previously discussed) should be ones that specify that the AI will always construct certain things after building a city. And then after those things have been built, the AI will make its own decisions. This is to ensure that the cities are properly defended and have adaquate city improvements.
Such templates would also force the AI along certain technology lines that they will not divert from much.
Then there should be a series of civ-specific campaigns that would make the AI accomplish things. These campaigns would be divided into short-term and long-term goals.
Short-term goals would include ordering the AI to build three units (Ship, Defense Unit, and Settler) and making it go out for a new continent. Or also, after a declaration of war, ordering the AI to send a percentage of attack troops to one enemy city.
Long-term goals would be ordering the AI to begin construction of a wonder after discovering its technology and forcing it to continue until its built by them or someone else.
Another thing, a continuation of the rural population concept is to have each tile with a desirability rating based on coastal or river location and mineral resources. Each tile would be given a rating when the map is generated. The most desirable spots will automatically fill in first. Roads and railroads increase desirability. This not only relieves the responsibility of migration on the AI, it also helps the AI to determine what to fight for. The ultimate goal of civs is to have the most desirable lands inside their borders.
The purpose of all of these things is to help relieve the load on the AI. This will allow for more civs, a rural population, and more complicated diplomacy.
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"...The highest realization of warfare is to attack the enemy's plans; next is to attack their alliances; next to attack their army; and the lowest is to attack their fortified cities." - Sun Tzu
Dom Pedro II.... aka Hannibal3
Dom Pedro II - 2nd and last Emperor of the Empire of Brazil (1831 - 1889).
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DrFell
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shogun:
as far as i know the computer DOES actually keep its own maps for each civ. probably the programmers thought that it would take too much processing power for all the civs to calculate everything they can see. probably not the case nowadays tho. or maybe its just to help the ai...
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Tical_2000
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The AI knows you are going to kick its ass so its makes endless 'agression containment' pacts against your civ with all other AIs. That's all it knows!
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DrFell
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i hate those 'pacts'. i mean, there i am the most peaceful civ in the world, never started a war, etc. and the computer civs are signing pacts to contain my agression???
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DrFell
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yep, the ai is a very complicated matter. and of course, the programmers must estimate how much processor power they want to go into the ai. too much and youll end up with a game that wont run on low spec machines which is no good at all, considering there are probably lots of civ2 players using older machines. ai is without a doubt the most difficult part of the game to program effectively.
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Tical_2000
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In fact, I'd say that the majority of information that is available to you on other AIs in the early stages of the game is considered a cheat. How could you possibly know what rank your population is in the world? And, how could you figure out whether you are the strongest or weakest civ when you haven't even discovered other nations yet. My point is while 'cheating' is all that desireable, it helps the human in a similar way as it does the AI.
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