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  • AI nuke building

    A little observation about the way AI builds nukes. Generally, it does not, that's the observation .

    Note: I decreasedprice for both the Tac. Nuke and ICBM to make them stronger.

    When an AI civ has reached tech level where it can build a nuke, it often will, but usually stops at low numbers of Nukes, such as 1 or 2. And maybe that's OK, the AI shouldn't be building nukes as long as they're not supposed to be used, but... what about the way AI handles nukes?

    Soren, I'll be happy if you read this .

    If the AI has built an ICBM, it will happily use it. I have declared war on an ICBM owning Civ, and got nuked the next turn. This is pretty OK, the AI will use Nukes to defend itself. But, if the AI built a Tactical Nuke, it's not that good. I've been invading a civ owning Tactical Nukes with Modern Armor. They resided on an average island, that's not even a continent. At one point, when approching their cities, I stacked like 40 Modern Armor together. Now, why didn't the AI put its Nuke to use? I would then have like 10 damaged Armor remaining, what certainly does make a difference. OK, no long-time difference, I'd just bring back 80 more Armor, but the AI got to fight for its survival.

    Instead, when I captured one of their cities, I destroyed the Nuke. So, the AI wasted shields on producing it. There are a few units that you got to actually use if you build them, like the Cruise Missile and Nukes. I see this as an incomplete thing.

    Another thing. I saw Greece being a great powerhouse, and certainly loving subs (BTW, that's something new). Alex built quite some subs, later started cranking out Nuclear Subs. And, very odd, while he has groups of Nuclear Subs sailing around, he doesn't have a single nuke loaded. Actually, he has no Nukes at all - and yes, he does have the resources. If you got Nuclear Subs, arm them, making them powerful. Moreover, I got a 4 transport capacity for them...

    Soren: I know your goal is to make a fun AI, but, IMHO, seeing the AI use nukes brings a lot of fun.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

  • #2
    Re: AI nuke building

    Originally posted by Solver
    I got a 4 transport capacity for them...
    As do I. Although after ICMBs come around I rarely build a tactical - too much hassle running those little subs back and forth. And when they get sunk with four nukes on board... .

    I also like the AI building lots of subs. When I go to war my battleships usually get attacked by submarines the next turn, which is cool since the subs usually fail.

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    • #3
      Have you not increased attack for submarines? I have, as much as to give Subs a real chance vs. Battleships. However, it can still go either way.

      I agree on not building Tacticals after Satellites, they're just not worth it, though cheaper. Coolness of tactical nuke with nuke subs is that you put such subs around continent of potential enemy, and, should the war come, BOOM, several cities feel the wrath. But with ICBMs it's pointless, you can strike anywhere.
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #4
        Re: AI nuke building

        Originally posted by Solver
        A little observation about the way AI builds nukes. Generally, it does not, that's the observation .

        When an AI civ has reached tech level where it can build a nuke, it often will, but usually stops at low numbers of Nukes, such as 1 or 2. And maybe that's OK, the AI shouldn't be building nukes as long as they're not supposed to be used, but... what about the way AI handles nukes?
        An observation I made from a game I played a long time ago was that the AI seems to build more nukes if the player builds more nukes. In the game, I had lowered the cost of ICBMs to a third their normal cost and, just for the heck of it, I started cranking them out like crazy. The Chinese, who at the time had only a couple of nukes and the English, who had none, seemed to notice and started building their own. By the time the game ended, I had 87 ICBMs, the Chinese had 26, and the English had 6 or 7. It was enormous fun watching the entire world go up in smoke when I fired all 87 of them the turn before I completed my spaceship.

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        • #5
          Re: Re: AI nuke building

          Originally posted by Excelsior84


          An observation I made from a game I played a long time ago was that the AI seems to build more nukes if the player builds more nukes. In the game, I had lowered the cost of ICBMs to a third their normal cost and, just for the heck of it, I started cranking them out like crazy. The Chinese, who at the time had only a couple of nukes and the English, who had none, seemed to notice and started building their own. By the time the game ended, I had 87 ICBMs, the Chinese had 26, and the English had 6 or 7. It was enormous fun watching the entire world go up in smoke when I fired all 87 of them the turn before I completed my spaceship.
          D@mn! For me as soon as ICBM comes in I crank them till I have twenty, just for safety. A nuke for every city for those massive stacks and thats it. Enemy AI with ICBM usually launches one the first turns of war. Personally, I'ld like the AI to use them more effectively, like targetting the capitaL or the biggest city you have.
          Janitor, janitor
          scrub in vein
          for the $h1t house poet
          have struck again

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          • #6
            way to fix lack of naval units:
            in the edittor, make every civilization have ships on its priority list! I've seen them build hawds of galleys, and upgrade them.

            If only we could get it to upgrade its land units more often!
            Anybody willing to try the game with every build priority on? Cuz i ain't cuz every game i play i play for fun, i don't play fast enough to do major tests!
            Help negate the vegiterian movement!
            For every animal you don't eat! I'm gunna eat three!!

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            • #7
              last ditch effort?

              I tihnk it would be nice if you had a 50% chance of being able to fire off a tactical nuke from a nuclear submarine if you were attacked and sunk.

              You may not be in the best position, but it would
              be nice if you had the option to fire that nuke
              at the last minute.

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              • #8
                I agree
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                • #9
                  Originally posted by HazieDaVampire
                  way to fix lack of naval units:
                  in the edittor, make every civilization have ships on its priority list! I've seen them build hawds of galleys, and upgrade them.
                  That's why we need different mods for different maps.
                  Not scenario's perse. Adjusted mods that's all

                  Fine, if you adjust the AI to build more naval units, but what happens on a pangea map. He has tons of caravels going around and around???
                  Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                  Then why call him God? - Epicurus

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                  • #10
                    Pangea maps quite often have two big continents in any case.

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                    • #11
                      Re: last ditch effort?

                      Originally posted by Experimentalist
                      I tihnk it would be nice if you had a 50% chance of being able to fire off a tactical nuke from a nuclear submarine if you were attacked and sunk.

                      You may not be in the best position, but it would
                      be nice if you had the option to fire that nuke
                      at the last minute.

                      Yeah, it's not too good to have the Tac. Nukes sunk when you the Nuke Sub gets killed... there should be a chance that you can hit anything within radius. Really not great, but still...
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • #12
                        Re: last ditch effort?

                        Originally posted by Experimentalist
                        I tihnk it would be nice if you had a 50% chance of being able to fire off a tactical nuke from a nuclear submarine if you were attacked and sunk.
                        That's not the way nukes work dude! It's not something you just shoot during ASW!!

                        Venger

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                        • #13
                          Well, imagine the nuclear sub is sinking... so just before it, the captain orders to shoot the nuke, hitting some nearby selected target.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • #14
                            When a Nuke Sub with warheads onboard is attacked and sunk, wouldn't the warheads go off? Or is there some bit of infomation I don't know about, that IRL keeps this from happening?

                            I have also never seen the AI build nukes, and their navy is always small. I have three nukes for every city, plus 15 subs or so(Run Silent, Run Deep!) but the AI never attacks me with nukes.

                            Comment


                            • #15
                              Hmm, you think they are prevented from detonating IRL? Well, but imagine the crew sees that they're just about to sink, maybe they can launch the attack before dying.

                              If the nukes just go off, it would have no effect in the game, cause those Nukes going off just wouldn't cause any damage.
                              Solver, WePlayCiv Co-Administrator
                              Contact: solver-at-weplayciv-dot-com
                              I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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