The AI simply cannot utilize the map the same way as an experienced civ-player can. How many times havnt you seen AI-civs with innefficient city-locations? Big islands which easily could support 12-15 efficiently places cities, but only housed perhaps 7-8 AI-cities in the end-stages of a Civ-game?
The main problem is the use of randomly generated maps. Maps that, of understandable reasons, cannot be analysed by an AI-programmer. Its generally easier to program a good AI to campaign-type games, because they use 100% known setup-maps (that IS carefully analyzed and integrated to the game, by the developers).
I dont advocate axing the map-generator. What i would like to see is an add-on alternative. I shall try to explain the idea by a real-life example:
In big city railway-stations you often find a big self-standing electrifyed tourist-map. Then you push a button representing any tourist-attraction, a little red diode lights up on the main map.
Now, what i would like to see added in Civ-3, is a bundle of analyzed handmade maps, with lots of imaginary game-developer placed "red diodes" (= representing possible ideal AI-city locations) on each and every of these special maps.
These "diodes" are of course invisible for the player. Then the first AI-city is founded (on such a red diode spot), the AI has of course produce resources equivalent for a settler-unit, in order to expand to a second AI-city.
But instead of trying to make an AI that can send a settler-unit from any AI-city, then effectively trying navigate that settler on an totally unknown map - only with help of clumsy "if A and B equals X, then it will do Y" type of AI-rules - why not instead do this instead:
1/ The first AI-city produce the equivivalent recourses of an settler-unit (no cheating!).
2/ If an potential "red diode" AI-city location is perhaps 6 squares away from the settler-producing city - the AI simply have to wait 6 turns: then that second city pops up automatically on that predesignated square/location.
The AI can ONLY found cities on these predesignated squares, carefully dotted all over these maps. The Human player can (of course) found hes cities anywhere he wants.
The benefit? Perfectly placed AI-cities, more efficient AI civ-expansions, on effectively utilized islands/continents.
The only snag would be that the AI-programmer would come up with an method to sence human-player precence, and never allow the AI-civ to found cities TOO close to already established human player cities.
(I remember SMAC, then that religious ***** founded a city about 2 squares away from mine . Not nice).
[This message has been edited by Ralf (edited October 06, 2000).]
The main problem is the use of randomly generated maps. Maps that, of understandable reasons, cannot be analysed by an AI-programmer. Its generally easier to program a good AI to campaign-type games, because they use 100% known setup-maps (that IS carefully analyzed and integrated to the game, by the developers).
I dont advocate axing the map-generator. What i would like to see is an add-on alternative. I shall try to explain the idea by a real-life example:
In big city railway-stations you often find a big self-standing electrifyed tourist-map. Then you push a button representing any tourist-attraction, a little red diode lights up on the main map.
Now, what i would like to see added in Civ-3, is a bundle of analyzed handmade maps, with lots of imaginary game-developer placed "red diodes" (= representing possible ideal AI-city locations) on each and every of these special maps.
These "diodes" are of course invisible for the player. Then the first AI-city is founded (on such a red diode spot), the AI has of course produce resources equivalent for a settler-unit, in order to expand to a second AI-city.
But instead of trying to make an AI that can send a settler-unit from any AI-city, then effectively trying navigate that settler on an totally unknown map - only with help of clumsy "if A and B equals X, then it will do Y" type of AI-rules - why not instead do this instead:
1/ The first AI-city produce the equivivalent recourses of an settler-unit (no cheating!).
2/ If an potential "red diode" AI-city location is perhaps 6 squares away from the settler-producing city - the AI simply have to wait 6 turns: then that second city pops up automatically on that predesignated square/location.
The AI can ONLY found cities on these predesignated squares, carefully dotted all over these maps. The Human player can (of course) found hes cities anywhere he wants.
The benefit? Perfectly placed AI-cities, more efficient AI civ-expansions, on effectively utilized islands/continents.
The only snag would be that the AI-programmer would come up with an method to sence human-player precence, and never allow the AI-civ to found cities TOO close to already established human player cities.
(I remember SMAC, then that religious ***** founded a city about 2 squares away from mine . Not nice).
[This message has been edited by Ralf (edited October 06, 2000).]
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