Here are some of my specific suggestions for improving the AI...
COMBINED ARMS
A) The computer needs to be able to stack together multiple units and move the stack as a formation. The Age of Kings AI is good at creating combined arms formations. Formation support would also be an excellent addition to the UI. A formation in civ III would occupy only one square.
B) The computer should use catapults / cannons / artillery in offensive strikes. (This may require that the computer have an understanding of formations, as defined above to defend the bombardment units, although it seems to do OK with settlers.)
NAVAL INVASION
C) The computer should not allow a Galley to set sail unless it is full, or a troop transport to sail unless it has at least 5 units in it. (formation support might help the AI to do this -- sailing a formation, rather than individual troops)
D) The computer should use only its best units for naval invasion.
OBSOLETE UNITS
E) The computer should reserve a small budget (say 1% of its total income, or 2% for militaristic civs) to opportunistically upgrade units that happen to be in cities that have a barracks.
F) If the computer is at war and has a city that is threatened and has a barracks in that city and has the cash, they should pay to upgrade all the units in that city.
CULTURAL WARFARE
G) Founding a new city 1 square away from a influence size 1 city should result in a major degradation of the relationship between the civilizations. This crowding should be recognized as a "cultural attack." (The new city is inside the existing cities resource collection area.)
H) Founding a a new city that causes some squares to shared with an existing city of another civilization should result in a lesser degredation of the relationship between the civilizations. (Crowding is offensive.)
CITY GOVERNOR
I) When a cities growth is limited by lack of aqueduct or hospital and the governor is managing moods, the governor should re-apportion the population to maximize production or trade and produce near 0 food.
RESEARCH
J) The type of civilization (scientific, commercial, etc.) should factor more heavily into technology research choices and technology trading valuations:
* Does it lead to a preferred form of government for that civ?
* Does it allow an improvement or unit to be built that matches that civilizations attributes.
* Does it allow a wonder to be built that could trigger a golden age for that civilization?
Comments? Other specific suggestions?
COMBINED ARMS
A) The computer needs to be able to stack together multiple units and move the stack as a formation. The Age of Kings AI is good at creating combined arms formations. Formation support would also be an excellent addition to the UI. A formation in civ III would occupy only one square.
B) The computer should use catapults / cannons / artillery in offensive strikes. (This may require that the computer have an understanding of formations, as defined above to defend the bombardment units, although it seems to do OK with settlers.)
NAVAL INVASION
C) The computer should not allow a Galley to set sail unless it is full, or a troop transport to sail unless it has at least 5 units in it. (formation support might help the AI to do this -- sailing a formation, rather than individual troops)
D) The computer should use only its best units for naval invasion.
OBSOLETE UNITS
E) The computer should reserve a small budget (say 1% of its total income, or 2% for militaristic civs) to opportunistically upgrade units that happen to be in cities that have a barracks.
F) If the computer is at war and has a city that is threatened and has a barracks in that city and has the cash, they should pay to upgrade all the units in that city.
CULTURAL WARFARE
G) Founding a new city 1 square away from a influence size 1 city should result in a major degradation of the relationship between the civilizations. This crowding should be recognized as a "cultural attack." (The new city is inside the existing cities resource collection area.)
H) Founding a a new city that causes some squares to shared with an existing city of another civilization should result in a lesser degredation of the relationship between the civilizations. (Crowding is offensive.)
CITY GOVERNOR
I) When a cities growth is limited by lack of aqueduct or hospital and the governor is managing moods, the governor should re-apportion the population to maximize production or trade and produce near 0 food.
RESEARCH
J) The type of civilization (scientific, commercial, etc.) should factor more heavily into technology research choices and technology trading valuations:
* Does it lead to a preferred form of government for that civ?
* Does it allow an improvement or unit to be built that matches that civilizations attributes.
* Does it allow a wonder to be built that could trigger a golden age for that civilization?
Comments? Other specific suggestions?
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