The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10 I praise you because I am fearfully and wonderfully made - Psalms 139.14a
Also active on WePlayCiv.
This ruined the MoO3 AI. It tryed to spread its forces over many fronts, meaning it was never a real threat on any of them. The Ai should think TARGETS, not fronts. It should have a goal like : get Athens, and defend Rome with x troops. Simple.
-Jam
That's not a problem with an AI thinking in terms of fronts, that's a problem with an AI being bad at thinking in fronts.
Originally posted by Nikolai
POTUS: If you can beat Deity, you're NOT the worst Civ player ever, I can assure you!
I've only done it once, unfortunately. All the AI's were peaceful and had no military. After that I discovered that I could select civs that were good, and not just have it random.
Originally posted by skywalker
However, targets are how many humans think - so it must be good for the AI.
And I like how the AI was actually different on different levels in GalCiv.
Maybe I'm inhuman, but I think in terms of fronts. The Greek front, the Russian Front, etc. Within Fronts, I think in terms of targets, like "I want to take sparta" or "it looks like Catherine is getting close to Dover, gotta stop her." But my overall view is, "How am I doing on the Greek front? How am I doing on the Russian Front? How should I apportion the distribution of new troops?"
I guess I'm thinking like this.
1)Analyze each front.
a)How am I doing I doing at achieving my goals for this front?
b)How many more troops would I need for each of the goals?
c)Can I shift troops around on this front to make it happen?
d)Does this front need reinforcements to achieve its goals?
2)How do my fronts compare?
3)Reinforce the neediest fronts with new troops.
4)Reassess and possibly move troops from one front to another.
The reason I think this might help the AI is that it narrows the event window so that the AI doesn't have to figure the "what if" of a specific unit crossing the map to aid in winning a specific target.
All it needs to think about on each of the fronts are the targets, its chance to get them, and how reinforcements would change that percentage. Each front deals with reinforcements exactly the same whether they're new recruits or sent from another front.
Put another way it would be like having multiple AI's each Front is its own AI which executes its targets and requests troops or offers excess troops to the CIV AI which apportions new troops.
"Fronts" are another simple to think about, tough to actually model, concept. Humans have an intuitive sense of grouping in a 2d space, and can ignore "clutter" relatively well... so a human can distinguish relative patterns, or troop fronts quite easily.
A machine can't, instinctively. The problem is actually fuzzy and not crisp. To solve the problem, typically you use an influence map. An influence map works quite well for single entities per tile models.
The complexity increases when you wish to model multiple entities per tile, of varying power. You can use scoring and essentially sum the values, to associate them.
Then comes the last challenge... prediction. To deal with a threat, you need to move units before that threat arrives... (well... not with unlimited travel railroads, but this isn't a guaranteed situation.) You thus have to predict where a threat is spacially, and how its shaping up. To do so you must propogate the value of each threat, from its initial position, in all possible directions, and decay the value, over a number of iterations of its movement distance.
This actually gets fairly costly in computational terms. It scales badly with map size and number of entities.
Good to have folks knowledgeable about programming reading these threads. Many things seem possible until actually try to do it!
I've seen that responsive from the DBA and programmers in real life....its usually a polite "no" with a bit of scarcastic "do you have any idea what that will cost/size of the hardware system/lines of code necessary to do that?"
I'm going to make the assumption that Civ 4 won't be giving us revolutionary AI--nothing heuristic, adaptive, neural netty, etc. I haven't seen anything to indicate those things aren't prohibitively expensive. (I haven't seen anything to idnicate that they ever won't be prohibitively expensive, but as long as Moore's Law holds, there's hope.)
Having said that, what would be incredibly cool is for the AI to be an external program. This would tie in with some other folks' request for the next Civ to be based in MP. (For myself, I wouldn't want anything to compromise the single player game, but this may help achieve both.) It could also simplify the whole "multi-threading" issue.
What I'm thinking is, put someone on AI with the problem of: Here's the data you'll get from the program with every change, now solve the problem with an eye toward various goals.
I don't want to go overboard with detail, but an advantage of treating the AI like a remotely connected player is that user mods could be developed. For most games that wouldn't be a possibility, but Civ has enough die-hards that it's almost a cinch.
It would even be possible for people to try out various AI techniques with Civ as a base. Make for more than a few great graduate theses.
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"I used to eat a lot of natural foods until I learned that most people die of natural causes. "
Heuristics essentially means evaluating and reacting to feedback. E.G. Defending when attacked, stoping production of settlers when there's nowhere to settle, etc.
If it doesn't use a heuristic, and doesn't use a neural net, wouldn't that mean either a) it moved randomly or b) it created a tree of all possible moves and evaluated them?
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