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Well how about not having the world map blind to the AI. I really believe that this already the case since no matter where the AI's start out at, they always seem to make a bee-line for the human civs...almost as if they're following a homing beacon! 
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tniem
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Hope College
Apr 2000 time: 00:12
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Double production? Seems to be going to far.
One of the biggest problems with the AI in Civ II, SMAC, etc. is that the AI was not able to handle diplomacy. You have two nations at war, one asks you to join and as soon as you do they make peace. Diplomacy really needs an overhaul.
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DrFell
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Double production would IMO be too obvious a cheat. I dont belive the ai should get some of the bonuses it does in civ2 (defence vs. barbs bonus). I think production bonuses (ie making units cost less, etc.) are the way to go. I still want a difficult level where the ai doesnt cheat at all (even thought it might be easy) or an option to turn off all ai cheating so i get the advantages of better ai on the harder levels but no ai cheating.
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:12
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Nah, I must dissent! 
Wild cheating is not a way to make a game more interesting. I can accept some help to AI, like having some "awareness" of my units position, but only as a general point, or as a view range a little larger than supposed line-of-sight.
I don't like when my units are hidden in fungus (SMAC game) and enemy start bombard me from two squares away: at least a scout unit sent in my direction before bombarding will let me accept the cheat as a "lucky enemy patrol find me".
Really, the best way to go is: put in game mainly features the "AI" programming code can manage, and try to separate as possible AI code (variables and parameters, at least).
This way we can hope Firaxis (or expert players, if customization is quite open as in CTPII) can upload different "AI themes" 
Just for example, a good AI navy tactic can be different from a ground one, as from an Air superiority one; it's quite difficult for AI to chose the right to use in open game, but if you specialize them and load them as included in dedicated scenario it could make things a bit more interesting.
In the same way, after a month from the game release, the more dedicated players surely can suggest "hands down" winning tactics but, debating them openly on forum like this, they can also suggest countermeasures that Firaxis can try to include in a dedicated AI upgrade or "theme".
Look, I know a dedicated programmer is an expensive resource, but Firaxis can consider her/him as a great marketing move to keep the game fresh enough for a year at least. About code testing, the AI upgrade should be released AS IS, while lot of people here will be more than happy to try and give right feedback without unnecessary ranting.
About features AI can manage, I'm not suggesting to reduce CIV III to a Tic-Tac-Toe game (remember the movie "Wargames"?) that AI can win or draw every time, but more about game "template", as best city positions precalculated for AI at map generation: not a complete map view, only a knowledge of "interesting points" that AI must use as reference while moving settlers.
BTW, there are a lot of good not so old threads around here on the same topic.
Massive AI cheats will spoil the game, as humans playing full games with "cheat code=on" do, while a quick help here and there can reduce frustration in long adventure or make AI mid/end game more interesting.
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Admiral Naismith AKA mcostant
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The Viceroy
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tu mumbai se, mai Bombay se
Nov 2000 time: 05:12
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I agree with Adm.Naismith .. As id already posted in a previous thread, cheating is a good way of speeding up the AI process, but it leads to obvious flaws in the AI logic, which the human player quickly catches on to .. and exploits. Things like double production are good idea's for hard levels, but without a reasonable intellegence guiding this force, its worthless.. In CTP2, the computer generates almost 2 times more units that I do , but because it refuses to attack .. I never loose.
It is possible to create a damn good AI without such short cuts, and with a bit of pre-planning the AI can even learn from your tactics .. making it harder to play against each time .. all it needs is a decent knowledge base ... >
Im sure Firaxis will use whatever resources they have to get the job done.. if they have some AI experience, they may well use Neural nets .. if they don't.. they'll stick to the rule based AI, which can't learn .. but big enough, can be quite a challenge.
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"Wherever wood floats, you will find the British" . Napoleon
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I too agree that the AI should not cheat, with one exception... Intuition.
Human players greatest advantage is that we can make educated guesses... we can guess where the greatest unit concentrations are, we can guess who's more likly to attack, we can guess which cities are the main military producers.
The AI, can only use information that it knows... thus I think the AI should have a % chance each turn to make correct guesses about info that it dosen't posses... the harder the difficulty, the greater the chance. This will allow AI to behave smarter, as they will be better informed on occassion, something that humans (at least civers) already can do. Additionally, the AI should never guess wrong... just not be provided with extra info.
The other important thing is to give the AI a memory, just because a unit moved out of line of sight dosen't mean that it should forget that it's there. This can be done by estimating force strengths within various regions of the map... this is a much more complicated matter, but is essitial to having a smart AI.
[This message has been edited by Trachmir (edited February 08, 2001).]
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