If you know me, you know I like to test stuff.
For ages I've known the barb pillagers know about improvements that the AI state has never seen. But I could accept the barbs having "local map knowledge" or whatever.
But I can DEFINITELY manipulate the behaivours of AI marauders by changing garrison counts at various cities, they WILL go for the weakest point, and if there is no weak point, they might leave.
I'm pretty sure I'm right about this, I did a lot of reloads and puppeteered this AI chariot, and it consitently went after targets it hadn't seen.
It did however seem to be somewhat ignorant of areas that truly lay under fog, as in it didn't seem to want to pillage improvements in areas still under black fog, however this didn't hold true of cities, it could still sniff out weakly defended cities even if they were under black fog.
Now this is pretty subtle map hacking, it's difficult to detect without repeated reloads, for example if it seeks out a horse resorce in your territory and pillages it, you could assume that the AI had presumed you have made a pasture on the horse resource, since it's smart play to do so. And it seems that the AI sends units on "missions" and changing parameters during the "mission" wont effect the units behaivour, that is if it's bored of life and decides to attack a weakly defended city, it'll still attack that city even if you defend it to the gills, but if you reload to before the decision was made and garrison the city, it's mission will change to attack a weaker target.
I'm not going to point at the AI and scream CHEATER!, I suspect the fault lies in subroutines, like the AI asks for an improvement that it can pillage, and the game tells it where one is, or it asks the pathfinder how to route somewhere, and it's given a correct route, but the pathfinder happens to see more of the map than the AI does, so it's like the AI is a friend with benefits with the game engine, it doesn't exactly know the entire map, but it can get information that is inaccessible to the player (the player doesn't need to ask the game engine where a pillagable improvement it, players have eyes for that).
And overall, it is subtle enough to be handwaved away as "Good deduction" rather than "Omniscient", since AI's aren't known for their deductive skills I can live with partial omniscience (is that an oxymoron?). But still, I think the truth is important, the AI does have map knowledge that the player doesn't.
For ages I've known the barb pillagers know about improvements that the AI state has never seen. But I could accept the barbs having "local map knowledge" or whatever.
But I can DEFINITELY manipulate the behaivours of AI marauders by changing garrison counts at various cities, they WILL go for the weakest point, and if there is no weak point, they might leave.
I'm pretty sure I'm right about this, I did a lot of reloads and puppeteered this AI chariot, and it consitently went after targets it hadn't seen.
It did however seem to be somewhat ignorant of areas that truly lay under fog, as in it didn't seem to want to pillage improvements in areas still under black fog, however this didn't hold true of cities, it could still sniff out weakly defended cities even if they were under black fog.
Now this is pretty subtle map hacking, it's difficult to detect without repeated reloads, for example if it seeks out a horse resorce in your territory and pillages it, you could assume that the AI had presumed you have made a pasture on the horse resource, since it's smart play to do so. And it seems that the AI sends units on "missions" and changing parameters during the "mission" wont effect the units behaivour, that is if it's bored of life and decides to attack a weakly defended city, it'll still attack that city even if you defend it to the gills, but if you reload to before the decision was made and garrison the city, it's mission will change to attack a weaker target.
I'm not going to point at the AI and scream CHEATER!, I suspect the fault lies in subroutines, like the AI asks for an improvement that it can pillage, and the game tells it where one is, or it asks the pathfinder how to route somewhere, and it's given a correct route, but the pathfinder happens to see more of the map than the AI does, so it's like the AI is a friend with benefits with the game engine, it doesn't exactly know the entire map, but it can get information that is inaccessible to the player (the player doesn't need to ask the game engine where a pillagable improvement it, players have eyes for that).
And overall, it is subtle enough to be handwaved away as "Good deduction" rather than "Omniscient", since AI's aren't known for their deductive skills I can live with partial omniscience (is that an oxymoron?). But still, I think the truth is important, the AI does have map knowledge that the player doesn't.
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