In my games against the AI in Civ2 I usually encounter a number of basic flaws. Since all of my Civilization games are single player only, I would greatly love to see some solutions to these flaws in Civ3.
Flaws & Corresponding Suggestions
I. Battle Fronts.
This is the major flaw I often notice. A normal human player will send the majority of their units towards the edge of their territory to either protect itself from an enemy or to attack another enemy. However, the AI, often scatters their units throughout their territory making it easy to take cities one by one.
The way I see it, the AI should be made to focus all their units on battlefronts bordering their enemies thus providing much better protection with much of their forces.
BTW, when I refer to battlefronts, I am usually speaking of border cities, since they are usually the safest place to keep units.
II. Organized Attacks.
This is another flaw common to not only Civ2 but the majority of computer AI's. Often the AI will send one unit after the other single file or in small, unorganized groups. This of course is grossly ineffective to take over well defended cities and the AI usually makes little progress in taking over enemy cities even if the AI is more powerful.
In certain instances the AI should investigate the city or Civ to some extent that it is attacking to at least estimate what it would take to capture a city. Then instead of sending a single unit, the AI should build a proper force that it thinks can capture what it wants, then send all the units at once in one organized assault.
One thing that can be of use as well is to send a defensive unit along with the assault for the sole purpose of occupying and defending a city immediately after it is captured.
III.Proper use of defensive and attack units.
I can't tell how many times I've seen the AI not make proper use of the units it can build. Instead of using the units with the most hit points to defend the cities, they'll use cheaper but weaker units (even though the could have easily built the better ones). Then, the AI has the nerve to use those weak units that should be for defense to attack instead.
The AI needs to start using the strongest possible defense units to defend their cities, then the powerful attack units could be used in organized assaults.
As an added precaution, the AI should also keep a few powerful attack units in their territory to kill any incoming units before they even get to their cities. (I use this strategy against the AI.)
The AI should also send heavy defensive units to protect their weak attack units when it makes a major organized assault. (I too use this strategy.)
IV. Expansion across oceans.
This isn't exactly a flaw like the other three ideas, but I felt it was worth mentionioning nonetheless. Currently when the AI tries to send an attack force across a body of water in a transport, it it relatively weak. Also, on maps with many small islands it seems about the only way the AI will usually capture one of your cities is using paratroopers. Something needs to be done to get the AI to send ground units in a large scale in transports to perform ground assaults on new islands.
Advanced AI Suggestions
Other than the basic flaws I mentioned, there are a number of other more abstract areas in which I think the AI could get a little improvment.
Plug-ins for Civ3 tricks.
The more you played Civ2, the more you found a number of little tricks to attack the AI with. For example, using the railroad to perform massive assaults on cities or even kill the entire Civ in a single turn. Or you could use engineers to build a railroad directly to the front door of an enemy city in one turn; or use them to build a fortress on a new island, land a horde of units in the new fortress, and then be protected as the AI takes its turn.
There are just a few of the many "tricks" that can be used in Civ2.... As similar tricks are found out about Civ3 it would be nice if Firaxis would provide little AI add-ins to give the AI the ability to use these tricks (if the player so chooses).
[This message has been edited by Kevin Ar18 (edited February 13, 2001).]
[This message has been edited by Kevin Ar18 (edited April 11, 2001).]
Flaws & Corresponding Suggestions
I. Battle Fronts.
This is the major flaw I often notice. A normal human player will send the majority of their units towards the edge of their territory to either protect itself from an enemy or to attack another enemy. However, the AI, often scatters their units throughout their territory making it easy to take cities one by one.
The way I see it, the AI should be made to focus all their units on battlefronts bordering their enemies thus providing much better protection with much of their forces.
BTW, when I refer to battlefronts, I am usually speaking of border cities, since they are usually the safest place to keep units.
II. Organized Attacks.
This is another flaw common to not only Civ2 but the majority of computer AI's. Often the AI will send one unit after the other single file or in small, unorganized groups. This of course is grossly ineffective to take over well defended cities and the AI usually makes little progress in taking over enemy cities even if the AI is more powerful.
In certain instances the AI should investigate the city or Civ to some extent that it is attacking to at least estimate what it would take to capture a city. Then instead of sending a single unit, the AI should build a proper force that it thinks can capture what it wants, then send all the units at once in one organized assault.
One thing that can be of use as well is to send a defensive unit along with the assault for the sole purpose of occupying and defending a city immediately after it is captured.
III.Proper use of defensive and attack units.
I can't tell how many times I've seen the AI not make proper use of the units it can build. Instead of using the units with the most hit points to defend the cities, they'll use cheaper but weaker units (even though the could have easily built the better ones). Then, the AI has the nerve to use those weak units that should be for defense to attack instead.
The AI needs to start using the strongest possible defense units to defend their cities, then the powerful attack units could be used in organized assaults.
As an added precaution, the AI should also keep a few powerful attack units in their territory to kill any incoming units before they even get to their cities. (I use this strategy against the AI.)
The AI should also send heavy defensive units to protect their weak attack units when it makes a major organized assault. (I too use this strategy.)
IV. Expansion across oceans.
This isn't exactly a flaw like the other three ideas, but I felt it was worth mentionioning nonetheless. Currently when the AI tries to send an attack force across a body of water in a transport, it it relatively weak. Also, on maps with many small islands it seems about the only way the AI will usually capture one of your cities is using paratroopers. Something needs to be done to get the AI to send ground units in a large scale in transports to perform ground assaults on new islands.
Advanced AI Suggestions
Other than the basic flaws I mentioned, there are a number of other more abstract areas in which I think the AI could get a little improvment.
Plug-ins for Civ3 tricks.
The more you played Civ2, the more you found a number of little tricks to attack the AI with. For example, using the railroad to perform massive assaults on cities or even kill the entire Civ in a single turn. Or you could use engineers to build a railroad directly to the front door of an enemy city in one turn; or use them to build a fortress on a new island, land a horde of units in the new fortress, and then be protected as the AI takes its turn.
There are just a few of the many "tricks" that can be used in Civ2.... As similar tricks are found out about Civ3 it would be nice if Firaxis would provide little AI add-ins to give the AI the ability to use these tricks (if the player so chooses).
[This message has been edited by Kevin Ar18 (edited February 13, 2001).]
[This message has been edited by Kevin Ar18 (edited April 11, 2001).]
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