 |
|  |
 |
|
delfino
|
|
Lisboa
Mar 2002 time: 05:19
|
|
The computer knows everything.
Your weakest spots and your stong characteristics.
It will always target your least defended city, like magic one of their units will pop up near your workers, will rush build a wonder even in a miserable city and without any real way to get a leader, their regulars will sistematically defeat your elites specially if you are trying to get a strategic city. Furthermore their cities pop up near strategic resources, even if several squares away from their main empire.
That is why we love this game.
|
|
|  |
 |
|
chiefpaco
|
|
Canada
Feb 2002 time: 00:19
|
|
quote: Does the AI know at the beginning of the game which forms of victory are allowed for that game? |
Excellent question. This is on my top 10 suggestions for the next Civ game.
From what I've seen, the AI is vaguely aware of something called the Space Ship. That's about it. It will build the UN & hold a vote, but I don't know if it accepts it in a strategic move.
Right now, the AI seems to be built to make the human lose. I'd prefer it to go for a win instead. Perhaps, at some point in the game, preferably before the modern age, each AI can select a Victory condition to gun for. It would have to best suit their situation & ability. Like, a large warmongering empire might go for domination or conquest. A high culture religious civ would go for a culture.
As a result, currently, we have very few "races" in the game, where the human has to thwart an enemy winning, other than by SS or UN. We only have the human trying to sustain pressure from all civs to make us lose.
Furthermore, by getting rid of the "Double-culture" rule for a Cultural victory, we would get a much better race to the limit.
|
|
|  |
 |
|
benjdm
|
|
Upstate NY
Dec 2001 time: 05:19
|
|
Tougher question. Does the AI know what selections the human player made for map generation ? When I play islands, the computer does not seem to place enough emphasis on Lighthouse / Astronomy / Navigation etc.
|
|
|  |
 |
|
Coracle
|
|
quote: Originally posted by rah
Fist time (and only time) I ever saw a nuke launched against me. Was it aimed At my super capital or a strategic city at the front, Noooooooooooooo, rather the city that was building my last SS part. The AI knows almost everything.
RAH |
The AI cheats outrageously. And that's another reason why I've turned the Manhattan Project into a comerce-producing Internet Wonder.
|
|
|  |
 |
|
DrFell
|
|
Yep, the AI does have considerable 'cheated' knowledge of the game situation. But then again, a human can make educated guesses as to the strength of an enemy empire with much less information than the AI would take to do the same thing, so while the peeking is annoying, it is necessary.
|
|
|  |
 |
|  |
 |
|
Akka
|
 |
In front of my computer.
Nov 2001 time: 06:19
|
|
quote: Originally posted by RPMisCOOL
I am not quite sure that I completely understand your point, but if you are winning or appear to be the biggest threat to win, why wouldn't the AI attack you, even if you are stronger. |
Because it's anti-immersive.
I don't mean that I want that nobody is never wanting to fight a big dog, but I would like the AI acts like if it was NOT a game, hence acting more than like a state leader and less like a player that will just loose a game if it gets eradicated.
quote:
Maybe it thinks that it will be able to get friends to help ?
Personally, I think that the AI would be better suited to pick on the small dogs instead of taking on the big dog. If the AI swallows a few smaller players, then there should be a better chance to pick on the biggies.
Then there is the Sadam scenario. Explain that one!
R:PM |
The computer players DO gang-bang on weakest civ. Would like, again, see less mechanical leaders that would not act only according to supposed efficiency, but considering also friendship, hatred and moral constraint.
|
|
|  |
 |
|
delfino
|
|
Lisboa
Mar 2002 time: 05:19
|
|
quote: Originally posted by Hurricane
Iīm pretty sure that the AI has no clue about victory conditions. The AI will build a courthouse in its capital, so why would it not build space ship parts even if it hadnīt a clue what they were good for?
The problem is, of course, that the AI scripting is very simple. I would say the AI reasoning from beginning to end is something like:
if { unsettled land = build settler
else build improvement (50%) or military unit (50%)
except if wonder available = build wonder
or if at war = build military unit }
research % = maximum without having a negative income
trade:
buy everything you can afford
sell everything anybody can afford |
Did you have any saying in the Civ3, computer programming??
Bullseye!!
Exactly what I think.
|
|
|  |
 |
|
Random Passerby
|
|
The single concept that I find most lacking in the AI's understanding is balance of power. Here's a scenario that I've seen unfold many times:
Two great powers (let's say England and Russia, for sake of argument) are located on the same continent. Both are AI civs, and tenuous allies. At some point in the industrial age, that tenuous connection snaps and they go to war. They're evenly matched, and the war swings back and forth tiny amounts for many turns, never more than the same one or two cities changing hands. Then, let's say the English decide to pull in a few allies; they call in Russia's smaller neighbors, say, the Aztecs and Indians, and they happily join England, eager to be allied with such a powerful nation. Now Russia's forces have to be split; the Russian forces easily trounce the tiny Aztec and Indian armies, but now they have fewer forces to fight off the English, and England begins to break through. Now the "allies" here pull in a few more civs into the fray, and soon the entire continent and quite a bit of the rest of the world happily declares war on the Russians, seizing the opportunity to join the winning side and see a major power defeated.
The outcome of this war is certain: England will conquer the vast majority of Russia, swiftly destroying one great power and thrusting another into near-superpower status. The smaller civs bordering Russia are likely to gain little, if any land; some of them will even LOSE land first to Russia, only to have it reconquered by the English. Various random powers across the globe will grab a few tiny cities, though they will never get any use out of them due to their being half a globe away. Now England is in a very dominant position, not from her own efforts, but because the rest of the AIs were overly eager to all gang up on the losing side of the war.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|