I hope that Soren works on the pathfinding at some point.
Let me try to explain the problem.
Early in the game when the AI has only the tech to travel on coast squares you can easily block the AI's pathfinding by simply putting sea units in place so that the AI would have to travel in sea squares to get where it wants to go.
If you do this you can yo-yo the AI up and down your coast line. Block and watch the AI retreat, open a hole and watch the AI advance.
This is not good.
The same principal exists on land. Create strongpoints across a land mass and the AI will retreat in the face of it. Take care here to understand that the AI has been programed not to attack strongpoints.
Remove a single unit and the AI will advance directly to the hole in your picket line. Plug it, the AI retreats. Yo-yo.
The many ways to exploit this should be clear without further comment.
The above is not speculation, but is gathered by first hand experience. It is CERTAIN.
Had to throw that in for Cyclo....
I can't say right offhand how to fix this but I would love to see pathfinding and combat attack or do not attack routines randomized.
If culture flips can be dealt with in a manner as to yield a percentage per turn chance to occur, perhaps movement and combat inititives can be randomized to some extent. It would be an improvement.
Let me try to explain the problem.
Early in the game when the AI has only the tech to travel on coast squares you can easily block the AI's pathfinding by simply putting sea units in place so that the AI would have to travel in sea squares to get where it wants to go.
If you do this you can yo-yo the AI up and down your coast line. Block and watch the AI retreat, open a hole and watch the AI advance.
This is not good.
The same principal exists on land. Create strongpoints across a land mass and the AI will retreat in the face of it. Take care here to understand that the AI has been programed not to attack strongpoints.
Remove a single unit and the AI will advance directly to the hole in your picket line. Plug it, the AI retreats. Yo-yo.
The many ways to exploit this should be clear without further comment.
The above is not speculation, but is gathered by first hand experience. It is CERTAIN.
Had to throw that in for Cyclo....
I can't say right offhand how to fix this but I would love to see pathfinding and combat attack or do not attack routines randomized.
If culture flips can be dealt with in a manner as to yield a percentage per turn chance to occur, perhaps movement and combat inititives can be randomized to some extent. It would be an improvement.
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