Why AI of some factions (Data Angels,Hive) is so passive? For example when I invaded to Data Angels territory in 2187 I found just one base -- Data De Central.At the same time I exactly knew that they doesn't wage war with anybody -- there weren't nor others factions neither mindworms close.
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Strange behavior of some factions
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The Data Angels seem particularly prone to this - I've come across them during the early-expansion phase when I have at least ten bases to find them still with only two. Often it's a lack of beelining - the AI not getting to Doc:Flex early enough in order to get off an island - but other times there seems to be no logical reason for it.
It can swing dramatically the other way, though. Once Roze got a large island containing the Monsoon Jungle all to herself and raced ahead of everyone, including me, in terms of population and technology. Rather worrying..."Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
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Agree - it should come as no surprise that the stupid AI will behave in a stupid manner.
I noticed the lack of growth as well, particularly for Roze. Last two games, both on huge maps, she was inexplicably really slow out the gates. Immediately had Data DeCentral building lots of buildings and probes (even though she had no immediate neighbors or contacts). No CP's (I presume her second was lost to worms). A pity, since a strong Angels faction makes for interesting games and afects the way you look at tech sharing/ gifting to submissives.
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I like the unpredictability of the AI....I remember one game where I was kickin' but on my continent (The left one) and had aspirations to start invading the right one.
Well, little did I know, but MORGAN of all leaders was kicking the butt outta Miriam, SANTIAGO, AND Skye! Just the fact that Morgan was taking on all three of these factions AND winning was enough for me to sit back and watch....then invade Nwabudike's money-lovers.Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically
Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
*****Citizen of the Hive****
"...but what sane person would move from Hawaii to Indiana?" -Dis
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Two large flaws with AI development, IMO:
#1) AI terraforming is horrible. Unless started in a position with ready access to lots of nutrients the AI's growth will stall.
#2) Classic Civ AI error...overbuilding units 'til support costs consume its entire productive capacity. If caught in a low growth situation as in #1, the AI simply sits and waits to die...soon gets to the point it can't build a colonypod to grow horizontally and it can't build a former (even if it might do something useful with it!) so it can't grow vertically.
These two things are why the AI that do the best are either high support factions like Yang and Miriam (this is also why AI Morgan is so lame) or high food producers like Sven or Deidre. All the others' success will be largely driven by the nutrient accessibility in their immediate starting area.
For the strongest AI performance, play with heavy cloud cover.
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#1) AI terraforming is horrible. Unless started in a position with ready access to lots of nutrients the AI's growth will stall.
#2) Classic Civ AI error...overbuilding units 'til support costs consume its entire productive capacity. If caught in a low growth situation as in #1, the AI simply sits and waits to die...soon gets to the point it can't build a colonypod to grow horizontally and it can't build a former (even if it might do something useful with it!) so it can't grow vertically.
Everything changes, but nothing is truly lost.
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I have found that AI faction of fail to expand when their first base is mostly surrounded by fungus. It seems to break their algorythm either for path selection or base site selection.Gaius Mucius Scaevola Sinistra
Japher: "crap, did I just post in this thread?"
"Bloody hell, Lefty.....number one in my list of persons I have no intention of annoying, ever." Bugs ****ing Bunny
From a 6th grader who readily adpated to internet culture: "Pay attention now, because your opinions suck"
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Originally posted by Mongoose
#1) AI terraforming is horrible. Unless started in a position with ready access to lots of nutrients the AI's growth will stall.
#2) ...overbuilding units 'til support costs consume its entire productive capacity. . .
These two things are why the AI that do the best are either high support factions like Yang and Miriam (this is also why AI Morgan is so lame) or high food producers like Sven or Deidre.
A few formers planting a few forest squares would solve all sorts of problems - another case for "forest-seeded worlds".
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Forest seeding definitely helps a lot. Gives the AI a big early boost and helps min production throughout the game. Otherwise, the AI formers seem decidedly shy about planting forests...
The entire situation summed up in two words: Silly AI."Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
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Originally posted by Mr. President
I don't know a lot about programming, but shouldn't those problems be avoidable?(+1)
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Googlie wrote some very interesting pieces over at Civgaming.net on how to allow the AI some ability to perform better when putting together a scenario.
Amongst these are setting the AI up with some boreholes that are crawlered. Some for energy some for mins. This then allows the AI to become supercharged upon advent of min and energy restriction lifting.
In essence you are terrafroming for the AI in this scenario.
Others changes include a state of atrocity vendetta against the human and an arrangement wherein all factions are pacted and submissive to one or more lead faction(s). Tech sharing abounds as a result.
The net result is you find yourself rapidly behind in a game of survival and then catchup. When the AI's reach restrictionlifting they become even more fearsome.
A great set of games and scenarios if anyone has interest. Check them out."Just puttin on the foil" - Jeff Hanson
“In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter
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Originally posted by Mongoose
For the strongest AI performance, play with heavy cloud cover.Freedom is just unawareness of being manipulated.
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Overall, the AI engine seems to operate in such a way that it magnifies and perpetuates the initial trends (be them positive or negative) in the AI development. If an AI faction starts off bad, it is almost certainly doomed to a miserable existence throughout the game. In the opposite case, it becomes unrealistically and disproportionately strong.Freedom is just unawareness of being manipulated.
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