About AI city-foundation strategies:
I often started by founding a base of 3-4 nearby cities - usually by then i uncovered much territory relatively far away with help of scouting warrior-units. I could then overview the map and make a foreseeing strategic decision:
I will move my next two settlers far, far away to that fertile and promising patch of land over there, and found two new cities. From there I will create a new base of cities – then i can expand both city-bases inwards, like burning the candle at both ends.
Above type of foreseeing city-expanding strategies is very hard/ impossible for the AI-programmers to mimic, right? What could be done (not 100% sure, giving my lack of hands-on programming experience) is to mimic the following strategy:
I usually (about 4 times out of 5) bump into a coastline with my first settler, within 2 turns. If i do i found a coastal city (if not i found one anyway, inland). After I founded my first c-city i always “stay glued” to the coastal line with the following settlers. After I founded about 10-12 coastal cities, i start to work my way inwards.
This strategy works very effective on big islands and even small continents – it’s often the best way to make use the land most effectively. Lets not however argue if the latter is correct or not – my point is: it should be possible to tune the AI to do this. Right or wrong?
About the AI unit “shuffle”:
He, He!! I have to smile then I read this, Steve. When I played Civ-2, i always played the land only expansionist/ perfectionist who had naval attack-units very far down on the priority-list. That didn’t hinder the AI to “shuffle” (sometimes 2-3 naval-units) about 2-3 squares outside many of my coustal-defence/city-wall/tanks defended C-cities anyway. If they declared war, the AI just kept smashing destroyers and what not, again and again – to little effect.
Also: If it’s possible (I didn’t know that) for the AI to “know” if the human player (HP) has naval-attack units harbored somewhere, it should also be able to “know” other average unit or defence-improvement data as well - and from this having rules for, then its meaningful to continue bombarding/attacking, or not. How many AI-units is allowed to be lost (without killing HP-units in return), before AI truce- and peace-negotiations are urgent.
In my case the AI-threat represented by those shuffling naval-units often was totally contra-productive. The build-/maintain-resource cost + the unit-away-from-home unhappiness, must have been a very heavy burden on the AI-civs.
Anyway, I see your point then it comes to shuffling in order to “detect” HP-units (but why shuffle in its OWN tracks SEVERAL times – WITHIN that same turn?).
DaveV: “So while scripting and/or templates are a good idea, they *must* be changeable. As strategies mature and new schemes are developed, the AIs should be able to keep up. This also would lessen the problem of the AI becoming predictable and therefore beatable”.
I totally agree – I want those templates editable.
[This message has been edited by Ralf (edited June 26, 2000).]
I often started by founding a base of 3-4 nearby cities - usually by then i uncovered much territory relatively far away with help of scouting warrior-units. I could then overview the map and make a foreseeing strategic decision:
I will move my next two settlers far, far away to that fertile and promising patch of land over there, and found two new cities. From there I will create a new base of cities – then i can expand both city-bases inwards, like burning the candle at both ends.
Above type of foreseeing city-expanding strategies is very hard/ impossible for the AI-programmers to mimic, right? What could be done (not 100% sure, giving my lack of hands-on programming experience) is to mimic the following strategy:
I usually (about 4 times out of 5) bump into a coastline with my first settler, within 2 turns. If i do i found a coastal city (if not i found one anyway, inland). After I founded my first c-city i always “stay glued” to the coastal line with the following settlers. After I founded about 10-12 coastal cities, i start to work my way inwards.
This strategy works very effective on big islands and even small continents – it’s often the best way to make use the land most effectively. Lets not however argue if the latter is correct or not – my point is: it should be possible to tune the AI to do this. Right or wrong?
About the AI unit “shuffle”:
He, He!! I have to smile then I read this, Steve. When I played Civ-2, i always played the land only expansionist/ perfectionist who had naval attack-units very far down on the priority-list. That didn’t hinder the AI to “shuffle” (sometimes 2-3 naval-units) about 2-3 squares outside many of my coustal-defence/city-wall/tanks defended C-cities anyway. If they declared war, the AI just kept smashing destroyers and what not, again and again – to little effect.
Also: If it’s possible (I didn’t know that) for the AI to “know” if the human player (HP) has naval-attack units harbored somewhere, it should also be able to “know” other average unit or defence-improvement data as well - and from this having rules for, then its meaningful to continue bombarding/attacking, or not. How many AI-units is allowed to be lost (without killing HP-units in return), before AI truce- and peace-negotiations are urgent.
In my case the AI-threat represented by those shuffling naval-units often was totally contra-productive. The build-/maintain-resource cost + the unit-away-from-home unhappiness, must have been a very heavy burden on the AI-civs.
Anyway, I see your point then it comes to shuffling in order to “detect” HP-units (but why shuffle in its OWN tracks SEVERAL times – WITHIN that same turn?).
DaveV: “So while scripting and/or templates are a good idea, they *must* be changeable. As strategies mature and new schemes are developed, the AIs should be able to keep up. This also would lessen the problem of the AI becoming predictable and therefore beatable”.
I totally agree – I want those templates editable.
[This message has been edited by Ralf (edited June 26, 2000).]
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