[AI] Some tactical goals severely need amending
Posted: Sat Dec 23, 2017 1:26 pm
I played a pair of single games in Experimental and Classical rulesets to high turns, and have seen AIs' common pitiful faults which make the game uninteresting if you have survived enough to become a rich developed democracy, even with few military units.
1. Firstly, why they haven't yet attacked my badly defended island? Their AI_love to me was well below anything long ago. Once I have incited half of their cities one after the another and, after rapture growing them, won by culture without declaring war or being declared of war in the whole game; peace is good but such rascals as me should be punished. Since I have studied from the function dai_war_desire in ai/default/diplomacy.c, the AI is not at all afraid of being massively incited and, even worse, doesn't want another player's treasury which he gets with the cities. And his AI_love can't effectively go to the negative scale even if the player is allied with his enemies and practises unfriendly actions one after the another (maybe it's not so bad strategy, but this could be used for a simplest machine learning of the fact "this guy is our problem"). Also, the function still requires at least amendings in calculating coastal city defence against ships (the walls have bonus 3x, while the coastal defence has bonus 2x if at all present) and skipping non-military techs.
2. The AI starves his strategic cities with working great wonders! For sending a Rifleman in a boat to a suicidal mission! (Before I have chance to incite this city!
). This happens often while migration is on and high (thus cities near the capital fall down to size 1 aven with several wonders), but great number of AI-founded cities are starved anyhow. Maybe we should instruct the AI to dismount small unperspective cities on Colonists instead of just starving and to join them to cities with high bonuses (well, I haven't used this strategyon myself, but at least I don't let wonders so stupidly perish).
1. Firstly, why they haven't yet attacked my badly defended island? Their AI_love to me was well below anything long ago. Once I have incited half of their cities one after the another and, after rapture growing them, won by culture without declaring war or being declared of war in the whole game; peace is good but such rascals as me should be punished. Since I have studied from the function dai_war_desire in ai/default/diplomacy.c, the AI is not at all afraid of being massively incited and, even worse, doesn't want another player's treasury which he gets with the cities. And his AI_love can't effectively go to the negative scale even if the player is allied with his enemies and practises unfriendly actions one after the another (maybe it's not so bad strategy, but this could be used for a simplest machine learning of the fact "this guy is our problem"). Also, the function still requires at least amendings in calculating coastal city defence against ships (the walls have bonus 3x, while the coastal defence has bonus 2x if at all present) and skipping non-military techs.
2. The AI starves his strategic cities with working great wonders! For sending a Rifleman in a boat to a suicidal mission! (Before I have chance to incite this city!