Re: Ideas for a killer AI
Nice work alexman! Here are my opinions:
1. Setters
Leave them alone. Yes, it's annoying to see the AI build Settlers inefficiently, but is the overall effect really that bad? I think that the bonuses the AI gets more than compensates for this unfortunate side effect.
2. Growth
Options 2 and 3 both make a lot of sense, they even work in unison. I've argued in the other thread that I don't like option 1; basically, I think it would change the game significantly, that is, just enough to make me feel like I'm playing a weird hybrid just to get more mileage out of the AI. I wouldn't like that feeling.
3. Harbors
I agree that this is a problem, but doesn't marking "trade" for all civs have any side effects? For instance, if we start flagging "trade", "production" and not flagging "culture", etc. we're going to end up with a pretty bland AI. I think the Harbor problem needs to be solved somewhere deeper into the AI than the build preferences.
4. Factories
The first part of option 1 is natural, as 95% of the time good players will switch almost all production to Factories once they reach Industrialization, without question. I don't like the idea of removing Culture as a build-often just to get all AI civs to build Factories more often, which would promote the "bland" AI feel again. Option 2 looks promising. Again, I think this problem is best solved by Soren.
5. Units
I don't see a problem here. Sure, the AI builds more units than human players do, but that just makes the game more interesting, really. Penalizing players for liking to be the "builder" is not the solution, IMO.
6. Research
Ideally you'd want the AI to play a sort of "guessing game" with the AI, where you don't know which tech it's going to research next (I assume this is the way it works in MP). This is really hard. You also want the AI to research the "good" techs, but not too predictably. I think this problem is more complex than we're giving it credit, and playing with the costs may not yield great results. Still, it's worth trying.
7. Infantry and Guerillas
Increase Infantry attack to 8, like in AU.
8. Weird Offense
Again, the AU solution is fine.
9. Babylonians and Iroquois
Yup.
10. Wealth
I personally think that building units in productive cities and disbanding them in corrupt cities is an extremely dumb consequence of the game mechanics. Human and AI players alike should build Wealth when "concrete" is worth building. Increasing the value of Wealth is a great solution.
11. Forbidden Palace
Yep, this is a big problem, but I really don't like any of the proposed solutions. What we need is some extra code that places the FP efficiently. I expect this out of the AI, and I'm not willing to change anything to mask this weakness (sorry for sounding particularly difficult on this one...).
12. Communism
I like a combination of 1 and 3. This probably won't make Communism a viable government, but will go a ways to improving the late-game AI.
I'll definitely post any solutions that come to mind. Keep up the great work!
Dominae
Nice work alexman! Here are my opinions:
1. Setters
Leave them alone. Yes, it's annoying to see the AI build Settlers inefficiently, but is the overall effect really that bad? I think that the bonuses the AI gets more than compensates for this unfortunate side effect.
2. Growth
Options 2 and 3 both make a lot of sense, they even work in unison. I've argued in the other thread that I don't like option 1; basically, I think it would change the game significantly, that is, just enough to make me feel like I'm playing a weird hybrid just to get more mileage out of the AI. I wouldn't like that feeling.
3. Harbors
I agree that this is a problem, but doesn't marking "trade" for all civs have any side effects? For instance, if we start flagging "trade", "production" and not flagging "culture", etc. we're going to end up with a pretty bland AI. I think the Harbor problem needs to be solved somewhere deeper into the AI than the build preferences.
4. Factories
The first part of option 1 is natural, as 95% of the time good players will switch almost all production to Factories once they reach Industrialization, without question. I don't like the idea of removing Culture as a build-often just to get all AI civs to build Factories more often, which would promote the "bland" AI feel again. Option 2 looks promising. Again, I think this problem is best solved by Soren.
5. Units
I don't see a problem here. Sure, the AI builds more units than human players do, but that just makes the game more interesting, really. Penalizing players for liking to be the "builder" is not the solution, IMO.
6. Research
Ideally you'd want the AI to play a sort of "guessing game" with the AI, where you don't know which tech it's going to research next (I assume this is the way it works in MP). This is really hard. You also want the AI to research the "good" techs, but not too predictably. I think this problem is more complex than we're giving it credit, and playing with the costs may not yield great results. Still, it's worth trying.
7. Infantry and Guerillas
Increase Infantry attack to 8, like in AU.
8. Weird Offense
Again, the AU solution is fine.
9. Babylonians and Iroquois
Yup.
10. Wealth
I personally think that building units in productive cities and disbanding them in corrupt cities is an extremely dumb consequence of the game mechanics. Human and AI players alike should build Wealth when "concrete" is worth building. Increasing the value of Wealth is a great solution.
11. Forbidden Palace
Yep, this is a big problem, but I really don't like any of the proposed solutions. What we need is some extra code that places the FP efficiently. I expect this out of the AI, and I'm not willing to change anything to mask this weakness (sorry for sounding particularly difficult on this one...).
12. Communism
I like a combination of 1 and 3. This probably won't make Communism a viable government, but will go a ways to improving the late-game AI.
I'll definitely post any solutions that come to mind. Keep up the great work!
Dominae
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