Originally posted by vmxa1
I will with hold my admiration for the AI. Last night Hammie sent 28 Calv to one square and 26 INf/Rifle to another square in the same city. No one was fighting at the time so I suspected I was in trouble. I only had about 60 units total. Hammie had another 75 or so Inf in reserve. I asked him to remove and what do you think, he decalres war. I was worried, but not much as I knew he would not send those reserves all at once.
He is why I am not so sure the AI has a clue. .
I will with hold my admiration for the AI. Last night Hammie sent 28 Calv to one square and 26 INf/Rifle to another square in the same city. No one was fighting at the time so I suspected I was in trouble. I only had about 60 units total. Hammie had another 75 or so Inf in reserve. I asked him to remove and what do you think, he decalres war. I was worried, but not much as I knew he would not send those reserves all at once.
He is why I am not so sure the AI has a clue. .
After the Declaration of War they will then move in and attack your cities. If it is successful, cultural border exapands and it can then move in their 1 movement units and hopefully close enough to defend their offensive forces. Once they have a city under their control, their 2 to 3 movement units will then use it as a base of operations. cavalry will move out, attack, and retreat back to a defensive position either in a city, on a mountain and always behind A STACK (not one) but A STACK of the best defensive units they have.
As mentioned before, the AI needs to switch strategies. If the multiple SoD moving at a snails pace and getting slaughtered because they park 1 tile from you city inviting the human player to destroy it, it may stay 3 tiles away next time and use its multiple movement units to attack, and retreat back to a fortified position.
That's their chief weakness offensively.
The 2nd weakness is the AI's general risk aversion. It will keep a minimum # of units in their cities at all times. These units are the non offensive tagged units. Whereas humans will tend to shuffle their units around to meet emerging threats, frontline AI cities tend to become helpless islands that can be cut off and destroyed one by one after you've destroyed the AI's mobile OFFENSIVE force.
While I think it was imaginative and efficient to divide AI units into offensive and defensively tagged units, there is something to be said about giving the defensively tagged units special instructions on how to move and react in times of invasion, so that fronline cities can receive some semblance of a co-ordinated "relief" force from the back-line cities, instead of the common phenomena of the 1 offensive unit the Civ managed to produce that turn doing that attacking and the moving, while all the non offensive units simply sit in their cities twiddling their thumbs.
With RR and multiple movement units on roads, the AI offensive units like to end the turn in an exposed position. Cavalry can usually move from city to city (even on roads) and have enough movement left for an attack, and then move back to a city to hide. The AI has trouble doing this. The strategy is only used when A) pure chance B) The unit is damaged and runs to a city to heal.
If Soren fixs this for the next PTW PATch OR perhaps adds it as a bonus for Conquests XP, I'd be very happy. Although there are always other things I like to see improved, such as AI's use of navies. But I'm speaking hypothetically of course. I'm pratical here and understand that Soren can only fix so many issues given time constraints and his involvement in other projects.
Bottom line though, if we're expected to pay another $40 this Fall, improved AI is a must.
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