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cracker
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Colorado, USA
May 2002 time: 22:19
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Compared to So-in-So your military is Average!!
When the Sid Clone Military Advisor pops up and tells me this, I just want to shoot him with acid filled paintballs.
The CIV3 military assessment by raw body count is stupid beyond a normally forgivable game design issue because this one factor tends to drive extortion demands and stupid AI behavior that just should not be happening. If Psycho Chaka or Ballistic Bismarck thinks that our military is average this doubles our triples the chance that they will do something stupid to attack us.
The problem is that the CIV3 game designers applied an Ancient Age military assessment formula to every aspect of the game instead and included total unit body count in the military power formula. Based on test data, every unit is included in the formula. Workers, Settlers, Scouts, Explorers, Land Units, Air Units, Naval Units, Transports, and Bombardment Units are all counted equally in the military formula.
To test this process, I used the editor to artificially build treasury and population growth so I could build a force of 20 workers and one warrior to compare to the AI’s military force of 12 spearmen and archers and 2 workers. In this case, the AI doesn’t attack me and I get messages from the military advisory saying “Compared to these bozos our military is strong”. All other factors (cities, etc.) are equal. So what are my 20 workers going to do to defend the empire when those weak 12 military units come charging into the realm.
I tested the opposite case, and manipulated the units to have 12 Mech Infantry units and 2 workers in my military while the AI’s military contained 4 warriors and 18 workers. In this case, my wise and knowledgeable Sid Clone Military Advisor popped up saying “Compared to these bozos our military is weak”. The next turn when I asked two evil AI warriors to leave my territory, they declared war on me because they thought their military power gave them that right.
Everyone who really thinks this is a conscious and logical game design issue; hold up your hands now so we can identify you permanently as someone who has absolutely lost all contact with reality.
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Zurai001
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quote: Originally posted by Oerdin
This is a serious game design flaw that causes the AI to act irrationally. Why do some people try to shut down the conversaion by calling it a troll?
It seems like Firaxis could fix this easily jut by writing a code that takes each unit, counts up it's offensive and defensive power and then sums the result for each nation. That way we wouldn't have countries with nothing but workers declaring war on super powers. |
I believe he's talking about Alfonso, he of the posts-a-laughing-face-in-every-thread.
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Coracle
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quote: Originally posted by cracker
I have in fact had a single infantryman survive an attack by 32 conscript barbarian horseman (but it was close). . . |
My God, what an example of TEDIUM.
Conclusion: I can't believe anyone is playing with the idiotic, non-historical unit values that Firaxis gave us. I Edited them in December.
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miike
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DFW Texas.
Aug 2001 time: 05:19
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Ok, so how can you edit how the AI adds up the military values. I think that everything should have a number. The stronger the unit, the higher the number. Then it is simple algebra to figure it out. Why didn't Firaxis see this sooner? This seems like a pretty big flaw if you have a bunch of people actually developing the game.
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Todd Hawks
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On the original topic:
You all might want to know that Soren stated some time ago that the AI DOES take into account the strength of a unit.
Only the military advisor doesn't. So you get wrong readings on the relative strength of your military but when the AI has to decide whether to attack or not it doesn't use the military advisors count.
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Kilroy_Alpha
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Seattle, WA, US
Jun 2000 time: 21:19
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quote: Originally posted by Todd Hawks
On the original topic:
You all might want to know that Soren stated some time ago that the AI DOES take into account the strength of a unit.
Only the military advisor doesn't. So you get wrong readings on the relative strength of your military but when the AI has to decide whether to attack or not it doesn't use the military advisors count. |
He was refering to an individual decision to attack a certain unit or not. There are several levels of AI decision making: Global, city, and unit specific. The unit-level AI takes relative strengths into account - the global AI does not. So the AI will change the way it fights depending on your actual strength, but it's tendency to make war is dependant on unit counts only.
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Todd Hawks
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Found the thread.
And Soren is clearly NOT talking about a decision to attack one unit.
http://apolyton.net/forums/showthre...?threadid=44074
Excerpt:
"The strength algorithm that the AI uses to determine power is [...]: It counts up military units and gives them a value according to their attack and defense values. This value is "Power" on the Historgraph (including some of factors including techs/cities/resources/wonders...)
The algorithm the foreign advisor uses to tell the user relative military strength is not used by the AI in any way. It is only used by the foreign advisor. (Also, it does not count workers. I'm not sure where that rumor got started... perhaps it was a bug in 1.07. At any rate, it does not count non-military units in 1.17. If you have experienced differently, please post a save.)"
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