In the thread titled "Why, oh why does the poor AI...", we identified some shortcomings of the AI in managing its cities. Until these issues are possibly addressed in a future patch, and in preparation for the PTW version of the AU mod, let us use this thread to agree on the best way to improve the AI using the current PTW editor.
So here are my proposals:
Any other ideas? Different solutions? Comments?
Sorry if you've seen all this before, I just wanted to get all these AI issues together somewhere.
So here are my proposals:
- The AI builds settlers before the city is large enough to produce them: This happens VERY often on Emperor and above. Only the most food-rich cities get to grow past size 3 before the settler is complete in the AI's expansion phase. This more than negates the early-game production bonus on that level. Option 1: Do nothing. The AI is good enough in the early game without improving it. Option 2: Increase Settler cost to 40 shields. This will not affect the AI on Emperor, (since it already wastes at least 10 shields per settler), but it will delay the human expansion.
- The AI emphasizes growth even when it has happiness problems. This causes the AI to assign entertainers, losing productivity, and irrigating more tiles to support those entertainers, losing even more productivity. Option 1: Double the happiness generated by entertainers. If we can't make the AI not use entertainers, we should at least make it use less of them. I personally believe that the human player's strategy will not be seriously affected by this change, but the AI will benefit greatly. For a more detailed debate on this subject, see this thread. Option 2: Never flag "Growth" as a build-often preference for the AI. The AI already builds Granaries when it has hess than two excess food without this preference. Building Granaries earlier would make its population growth even more out of control. Option 3: Make the city governor emphasize production for all civs. This couldn't hurt, but I have not seen any effect from making this change.
- The AI doesn't build harbors early enough. It often can't benefit from luxury trade without harbors. Option 1: Mark "Trade" as a build-often preference for all AI civs.
- The AI doesn't build factories early enough. Even with "Production" as a build-often preference, the AI builds Factories after cultural buildings like Cathedrals and Research labs. Option 1: Mark "Production" as a build-often preference for all civs. Don't mark "Culture" as a build-often preference, since the AI already emphasizes culture over production. Option 2: Increase the maintenance cost for Factories and Plants. The AI does not consider maintenance in its build decisions. By increasing the maintenance of Factories, the AI will at least save some money from building them later.
- The AI builds too many units and not enough improvements. The real problem is that the AI NEEDS all these units because it's so bad in combat tactics. Option 1: Similar solution as with the Factories: increase the maintenance cost advanced buildings like banks, research labs, and cathedrals. The AI generally builds these later than the human, so we can save the AI some cash for doing so.
- The AI is predictable in its research path. Actually, there is a random factor involved, but it is often outweighed by other non-random factors. The human can bet on being the first to get techs like Mathematics, Literature, Polytheism, Printing Press, et cetera, and sell them to the AI for a fortune. Similarly, the human can rely on the AI to research techs like Nationalism and Bronze Working for him. Option 1: Adjust the tech costs to make them appear more balanced to the AI. This is tricky, and requires some playtesting, but in general it involves making empty techs cheaper and Wonder/Unit techs more expensive. Note that the AI does not look forward when choosing the next tech to research. So it there is a great tech (like Electronics) after a lame one (Atomic Theory), the AI will not know to research the lame one so that it can get to the great one faster.
- The AI builds Guerillas when Infantry is available. Credit to Catt for spotting this one. We think it's because Infantry and Guerillas have the same attack and cost, and both have the AI offense flag checked, so the AI sometimes builds guerillas as offensive units. Option 1: Increase the attack factor of Infantry to always be better than that of guerillas.
- The AI attacks with weird units. The AI attacks with units that have the AI offense flag. Riflemen, Infantry, Mech. Infantry.... Option 1: Increase the attack strength of those units. This would at least make them more effective against the human. Option 2: Remove the AI offense flag from those units. Then the AI would not attack with them unless its odds are realy good. For the AU Mod, we used option 1 for riflemen and infantry and option 2 for Mech. Infantry.
- The Babylonians are too agressive for a builder civ. The Iroquois don't take advantage of the best UU in the game. This one is simple. Lower the aggression of Hammurabi to 3 from 4. Increase the aggression of Hiawatha from 2 to 3 and flag his offensive units as a build-often preference.
- The AI doesn't know how to produce units in its core cities and disband them in the corrupt cities. It often uses Wealth when its good cities have nothing else to build. Option 1: Double the value of Wealth. It is still not worth building for us humans, most of the time.
- The AI doesn't know how to effectively place its Forbidden Palace. The AI suffers from high corruption. Option 1: Reduce the corruption level for the AI, by making it play at Warlord level instead of at Regent. This AI Level affects content citizens, their combat bonus against barbarians, and percentage of OCN for corruption. It doesn't directly affect research or production. Option 2: Reduce the AI level to Chieftain! Option 3: Make Chieftain unavailable to humans and make the AI play there. Change this level so that it has 200% optimal number of cities (to simulate the FP bonus), and the rest like Regent.
- The AI uses Communism instead of Monarchy as a Wartime Government. Communism is far worse than Monarchy in most cases. The problem is the high communal corruption. Option 1: Increase the free unit support under Communism. Option 2: Add free building maintenance for Communism. Option 3: Increase worker speed for Communism. The trick here is to help the AI when it switches to Communism, without giving such a boost to this government type that it will become a viable option for the human player.
Any other ideas? Different solutions? Comments?
Sorry if you've seen all this before, I just wanted to get all these AI issues together somewhere.
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