Originally posted by Heliodorus
Analyst, two questions:
When you say "can't be taught to," are you being generous to the design team in that they actually chose not to pursue such teaching?
Is it fair to say that the basic source of AI behavior for Civ3 was a previous Civ version's AI?
I guess I'm a little more disappointed in what Firaxis has released here, if the answers to either question is yes.
Analyst, two questions:
When you say "can't be taught to," are you being generous to the design team in that they actually chose not to pursue such teaching?
Is it fair to say that the basic source of AI behavior for Civ3 was a previous Civ version's AI?
I guess I'm a little more disappointed in what Firaxis has released here, if the answers to either question is yes.
It is fair to say that it is my opinion that the basic source of AI behavior for Civ3 was the AI behavior for SMAC and Civ II. Some have argued that the expansion aspect of the AI has made a large leap from Civ II, in that the AI now doesn't stop its expansion at some arbitrary point, but that leap was already made in SMAC. Similarly, the mass-units-to-attack behavior was built into the SMAC AI. It appears to have been fine tuned to a more aggressive attack release point, but not particularly changed. The first wave of any AI attack in SMAC aimed to pick off vulnerable units in open ground, i.e. mainly formers and crawlers. This, of course, is exactly what the Civ III AI does. In all versions, attacks occur front on, en masse, against one or two targets at a time. No combined arms, flanking maneuvers, sparrow-hawk strategies, etc., just mass attacks. There are plenty of games on the shelf that make less grandiose claims about their AI which can at least accomplish those kinds of basic military stretegies against you.
The single most significant warmongering AI improvement I see is that, when you declare war and move into AI territory, you better be ready for one mother of a storm of counterattacking units. In prior versions, units would be held in reserve, and you'd wind up with the easier task of defeating the AI piecemeal. In this game, you've got to take on the whole AI army in a counter-attack wave. It's not a very sophisticated change, however, as it simply means I've had to recalibrate how many units I need to bring to a front to start a war.
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