First off, I totally applaud the effort. As I've stated before, I think the challenge for any worldgame developer in meeting the needs / desires of the spectrum from builder to warmonger inherently limits the AI civs to a lower level of performance than I'd like to play against... thus, the search for ways to generate killer AI civs.
Thus far, I've tried approaches to this OTHER than going into the editor. In general, just using player settings, I've found that a) differentiated quality of starting territory and b) distance between civs seem to be the greatest factors. The strong get stronger, indeed. Where I've been frustrated is that often the successful AI civs don't push there advantage as much as one of us would.
My guess is that these build preferences are where the answers lie... this is actually much more important to me than most of the modding discussions I've seen thus far, which have primarily focused on units, buildings, and techs.
Some comments:
1) FUNDAMENTAL CHANGES
Alexman sort of went wild in re-setting build preferences. While I think thats fine for scenarios, I am mostly interested in improving the basic game, so I would tend towards minimalist tweaks. I also think that gameplay balance is incredibly difficult to manage... again, hats off to Soren and company, and it's my guess that just a few changes to build preferences will edge certain AI civs over into a killer state (again, predicated on their initial environment in a given game).
2) KILLER HUMAN CIVS
Basically, I want the killer AI civs that arise to play with a combination of the tactics / strategies that people discuss here and at CFC.
(I can just see it: "Oh no, it's a Horse-Samurai-Cav-Tank Army!!! %$@!@$@#@% Must be the Theseus code in the AI!!")
Seriously, I want the AI to do the same things we do... oscillate, don;t go offensive without barracks, upgrade units, attack along hills / mountains, follow Vel's fanatical insistence on Marketplaces, get Factories up ASAP, etc.
I'm not asking for a re-write of the code, but I think, with the patches to date, we can tweak build preferences to get there.
If I had to pick the things WE do that the AI civs don't, but that I think build preferences can help: Barracks (except I don;t know where these fall in the preferences), offensive land units, and treasury management.
3) WHAT ALREADY WORKS?
Before trying to make specific suggestions, I have a question for all: What AI civs already seem to be the closest to killers?
For me, it's been Egypt, France, Germany, and Greece...
What are their existing characteristics, and are there any commonalities? For instance, all four have a preference for Culture!! WTF? What role does that play in their successes?
Can we get some discussion on this point, before trying to reach a consensus on what changes might be most beneficial?
Thus far, I've tried approaches to this OTHER than going into the editor. In general, just using player settings, I've found that a) differentiated quality of starting territory and b) distance between civs seem to be the greatest factors. The strong get stronger, indeed. Where I've been frustrated is that often the successful AI civs don't push there advantage as much as one of us would.
My guess is that these build preferences are where the answers lie... this is actually much more important to me than most of the modding discussions I've seen thus far, which have primarily focused on units, buildings, and techs.
Some comments:
1) FUNDAMENTAL CHANGES
Alexman sort of went wild in re-setting build preferences. While I think thats fine for scenarios, I am mostly interested in improving the basic game, so I would tend towards minimalist tweaks. I also think that gameplay balance is incredibly difficult to manage... again, hats off to Soren and company, and it's my guess that just a few changes to build preferences will edge certain AI civs over into a killer state (again, predicated on their initial environment in a given game).
2) KILLER HUMAN CIVS
Basically, I want the killer AI civs that arise to play with a combination of the tactics / strategies that people discuss here and at CFC.
(I can just see it: "Oh no, it's a Horse-Samurai-Cav-Tank Army!!! %$@!@$@#@% Must be the Theseus code in the AI!!")
Seriously, I want the AI to do the same things we do... oscillate, don;t go offensive without barracks, upgrade units, attack along hills / mountains, follow Vel's fanatical insistence on Marketplaces, get Factories up ASAP, etc.
I'm not asking for a re-write of the code, but I think, with the patches to date, we can tweak build preferences to get there.
If I had to pick the things WE do that the AI civs don't, but that I think build preferences can help: Barracks (except I don;t know where these fall in the preferences), offensive land units, and treasury management.
3) WHAT ALREADY WORKS?
Before trying to make specific suggestions, I have a question for all: What AI civs already seem to be the closest to killers?
For me, it's been Egypt, France, Germany, and Greece...
What are their existing characteristics, and are there any commonalities? For instance, all four have a preference for Culture!! WTF? What role does that play in their successes?
Can we get some discussion on this point, before trying to reach a consensus on what changes might be most beneficial?
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