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Civ 3 Needs Much Better AI - would help with Micromanagement too...

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  • #16
    The micromanagement suggestion rocks! It kills two birds with the one stone - the player gets to enjoy the game more, and the AI gets better. The only area of caution would be how and where micromanagement is reduced - the game can't be made too simple.

    ------------------
    No, in Australia we don't live with kangaroos and koalas in our backyards...
    No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

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    • #17
      Yeah, I am one of those who contributed to the "Espionage Screen" thread

      I also feel that there is too much micromanagement in civ-like games. There are all sorts of things that can be done to reduce micromanagement. For example, abstracting espionage-counterespionage operations is a good example. You can do more with less hassles.

      If we make it such that cities grow by themselves according to a set of rules, instead of having a settler unit building cities, it would also eliminate some complexities from micromanagement.

      With regards to the acutal AI, I don't think a neural net approach is right. Expert systems is a good start, but that's what they have been doing all along at any rate (and not very expert-like, I must add ). They should add heuristics, so the system learn as it plays.
      (\__/) 07/07/1937 - Never forget
      (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
      (")_(") "Starting the fire from within."

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      • #18
        quote:

        Originally posted by Urban Ranger on 07-07-2000 05:48 AM
        Yeah, I am one of those who contributed to the "Espionage Screen" thread



        I go all gooey inside every time someone brings it up. To think that I suggested a relatively large change to an element of Civ 3! I think I better go lie down for a bit....

        - MKL
        - mkl

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        • #19
          Nothing personal, Midknight, but I also "initially suggested" the espionage screen. I'm not looking to claim "ownership", but I'd like to point out where I'm coming from.

          When I made my suggestion, I wasn't looking to improve the AI. I was trying to reduce micromanagement for the player by cutting down on the # of units on the board. Helping the AI is just icing on the cake. Others things bothered me about the dip/spy unit:
          • Dip/spy unit has a full set of options upon arriving at target destination
          • May only be stopped by military units or a dip/spy in city (and then only if attempting espionage!); seems to assume squares around city are unpopulated and contain no police!
          • Unit allows multiple military divisions to slip past ZOCs
          • Success was more or less automatic; defender has few options to stop spy
          • A REAL spy wouldn't be visible on the main screen!
          • Units only seeking to establish embassy are treated as a threat


          Probably more but I can't think of them now.

          I know some people like the unit. Sadly there isn't a workable compromise, aside from allowing a city to build a "mission" instead of a "unit". But I think that spy missions on a separate espionage screen (possibly a sub-screen on the diplomacy screen) would help both players and the AI. And a trade screen would help as reduce micromanagement as well (perhaps building caravan "missions" ). It has been suggested that with a trade screen trade routes could be overlain the main map, allowing for pirates, privateering, and naval escorts. Perhaps a similar "overlay" could be done with espionage, with enemy spy activity marked in in contested zones. Players could fight for resource access in 3rd world countries by purchasing/raising merc armies &/or rebels, shift diplomatic leanings of other nations; basically any and all things that occurred during the cold war. Both the trade & spy screens don't have to be restrictive, they could open up new worlds of warfare!
          [This message has been edited by Theben (edited July 12, 2000).]
          I'm consitently stupid- Japher
          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

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          • #20
            quote:

            A REAL spy wouldn't be visible on the main screen!


            I never thought about that - but yeah! (But I guess SMAC tried to fix that up in a patch where the origin of spy units were unknown)


            ------------------
            No, in Australia we don't live with kangaroos and koalas in our backyards...
            No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

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            • #21
              My apologies then, Theben. Well, I'll just have to be content that it's something I managed to come up with by myself (albeit not first), and something that I've campaigned for. Either way, it's a good idea.

              Also, the fact that you could see probe teams in SMAC (even if you couldn't tell where they were from post-patch) doesn't really go far enough. Only other spy units should be able to see enemy spies without fail. Other units could have a low probabliity of flushing out spies depending on how good the enemy spy is, and how good your other counter-espionage measures are.

              - MKL
              - mkl

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