I'm also of the opinion that the AI could have been made better given a wet weekend's work.
One thing which would massively help it would be the instruction to
1) Improve tiles which are being worked, and
2) Don't improve tiles which aren't being worked.
I can't see a particular problem with this, just have a city controller AI flag which squares it would like improved, and how.
These days I play Alpha Centauri mostly, and I have seen the AI in that build a mine on flat (i.e. the wrong type of) terrain which wasn't in the radius of it's base.
And the battlefield AI wouldn't be so hard either. In Smac the AI attacks with up to 20 (occasionally more) troops at a time, but it stacks them all on the same square and then sends them. They die from counter-attacks. Have them spread out a little and they would be dangerous.
Or an algorithm to count the number of squares on an island - just a simple floodfill, like you get in MS paint - and increase the priority of naval techs if it is small. Or to reduce settler production if there are no more city sites (Area/(21*city-number) = 1, if you want to be lazy).
Or to steal tech when an opponent is ahead, rather than at random or not at all.
Or to work out whether the base will grow next turn, and if so to work out if doing so will make the city discontent, and finally if so to create an elvis.
Or not to build marketplaces until they will pay for themselves. Likewise banks, stock exchanges, and on a more abstract level libraries and universities.
Or not to attack with warriors when your opponent is using tanks (yes, I've actually had this, a warrior and a catapult from a trireme while I way conducting a modern-age war. And yes, on Diety.)
I'm one of those players who trounces the AI at Deity, and I wonder how many people who play on lower levels know the extent to which is cheats. Open up the editor and count the columns of minerals & food. If you had nearly halved production costs, nearly double growth, king-level happiness, no maintainance, wouldn't you be rather incredible at the game? Watch a game with the map revealed. I think you will be astounded by how bad the AI actually is.
Yes, it has to cheat in order to put up a really good show. But ask players like Ming what sort of effect optimizing a city each turn, so that it grows a turn sooner, produces a turn sooner, or *doesn't go into revolt* makes. A computer is perfect for this, it doesn't take any great strategies.
I wish the AI were open, then I would put my code where my mouth is. Sadly, from the 10-minute look I had at Clash, they don't need AI help.
Anyway, enough ranting.
One thing which would massively help it would be the instruction to
1) Improve tiles which are being worked, and
2) Don't improve tiles which aren't being worked.
I can't see a particular problem with this, just have a city controller AI flag which squares it would like improved, and how.
These days I play Alpha Centauri mostly, and I have seen the AI in that build a mine on flat (i.e. the wrong type of) terrain which wasn't in the radius of it's base.
And the battlefield AI wouldn't be so hard either. In Smac the AI attacks with up to 20 (occasionally more) troops at a time, but it stacks them all on the same square and then sends them. They die from counter-attacks. Have them spread out a little and they would be dangerous.
Or an algorithm to count the number of squares on an island - just a simple floodfill, like you get in MS paint - and increase the priority of naval techs if it is small. Or to reduce settler production if there are no more city sites (Area/(21*city-number) = 1, if you want to be lazy).
Or to steal tech when an opponent is ahead, rather than at random or not at all.
Or to work out whether the base will grow next turn, and if so to work out if doing so will make the city discontent, and finally if so to create an elvis.
Or not to build marketplaces until they will pay for themselves. Likewise banks, stock exchanges, and on a more abstract level libraries and universities.
Or not to attack with warriors when your opponent is using tanks (yes, I've actually had this, a warrior and a catapult from a trireme while I way conducting a modern-age war. And yes, on Diety.)
I'm one of those players who trounces the AI at Deity, and I wonder how many people who play on lower levels know the extent to which is cheats. Open up the editor and count the columns of minerals & food. If you had nearly halved production costs, nearly double growth, king-level happiness, no maintainance, wouldn't you be rather incredible at the game? Watch a game with the map revealed. I think you will be astounded by how bad the AI actually is.
Yes, it has to cheat in order to put up a really good show. But ask players like Ming what sort of effect optimizing a city each turn, so that it grows a turn sooner, produces a turn sooner, or *doesn't go into revolt* makes. A computer is perfect for this, it doesn't take any great strategies.
I wish the AI were open, then I would put my code where my mouth is. Sadly, from the 10-minute look I had at Clash, they don't need AI help.
Anyway, enough ranting.
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