We all know how poorly the AI plays. This one of the major disappointments of the game. On the other hand, the AI on occasion seems to play very well and uses good strategies and builds facilities and secret projects. These flashes of brilliance from the AI are much more likely to occur early in the game. By the endgame, the AI factions have become nearly inert, and they stop building new bases or facilities and mainly churn out obsolete units but never use them for attack.
I have developed some single-player and multiplayer scenarios that include AI factions which are highly developed and tough to beat, even for human factions working in teams. On ACOL, these have included "AI's Revenge" 1 through 4, culminating in Dune1 and Dune2, both of which lead to defeat of 6 allied human factions by Deirdre and Morgan (recast as the Fremen and House of Artredes).
The secret, it seems, is for the AI to start out with the greatest might. The larger the lead the AI has in the power bar, the more intelligent its strategy and the greater its aggressiveness. One can tap into this by giving the AI extra bases and tech at the start, and pre-terraforming their territory with forest to prevent the AI's usual terraforming blunders. It also helps to have two AI factions with unbreakable pacts with each other. On ACOL, there is another series, "Hive in the Middle", in which Yang has control of all landmarks and starts out with more bases and population than all the human factions put together. Even with 7 human factions cooperating, he has not yet been beaten.
In Single-Player, I often notice superior military strategy from the AI when I am far behind in might early on in the game. Examples are the well-known Spartan Impact Rover Rush or the Believer 4-3-1 blitz. This is especially true when playing a come-from-behind faction such as Drones, Believers, or Morganites which are low in relative might in the early game and then take off in the middle game. Once you are two times stronger than the leading AI faction, the AI factions are supposed to gang up on you, according to the Prima guide. It is true that they will break their alliances with you at that point and start Vendettas. But they also stop srategizing, building colony pods, terraforming or otherwise doing anything intelligent.
My question is this. Doesn't it seem like there is some simple error in the SMAC program, where the AI is SUPPOSED to play more aggressively and strategically as the human player gets stronger, but in fact the exact opposite happened? Maybe two lines of code got switched somewhere. It seems that the AI really comes into its own when its might is two times that of the human player. That is the exact opposite of what is supposed to happen!
So, is this a simple bug in the programming code? Any word from Fireaxis on this? Will this absurd behavior be fixed in Civ3?
I have developed some single-player and multiplayer scenarios that include AI factions which are highly developed and tough to beat, even for human factions working in teams. On ACOL, these have included "AI's Revenge" 1 through 4, culminating in Dune1 and Dune2, both of which lead to defeat of 6 allied human factions by Deirdre and Morgan (recast as the Fremen and House of Artredes).
The secret, it seems, is for the AI to start out with the greatest might. The larger the lead the AI has in the power bar, the more intelligent its strategy and the greater its aggressiveness. One can tap into this by giving the AI extra bases and tech at the start, and pre-terraforming their territory with forest to prevent the AI's usual terraforming blunders. It also helps to have two AI factions with unbreakable pacts with each other. On ACOL, there is another series, "Hive in the Middle", in which Yang has control of all landmarks and starts out with more bases and population than all the human factions put together. Even with 7 human factions cooperating, he has not yet been beaten.
In Single-Player, I often notice superior military strategy from the AI when I am far behind in might early on in the game. Examples are the well-known Spartan Impact Rover Rush or the Believer 4-3-1 blitz. This is especially true when playing a come-from-behind faction such as Drones, Believers, or Morganites which are low in relative might in the early game and then take off in the middle game. Once you are two times stronger than the leading AI faction, the AI factions are supposed to gang up on you, according to the Prima guide. It is true that they will break their alliances with you at that point and start Vendettas. But they also stop srategizing, building colony pods, terraforming or otherwise doing anything intelligent.
My question is this. Doesn't it seem like there is some simple error in the SMAC program, where the AI is SUPPOSED to play more aggressively and strategically as the human player gets stronger, but in fact the exact opposite happened? Maybe two lines of code got switched somewhere. It seems that the AI really comes into its own when its might is two times that of the human player. That is the exact opposite of what is supposed to happen!
So, is this a simple bug in the programming code? Any word from Fireaxis on this? Will this absurd behavior be fixed in Civ3?
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