A few tips on the AI ruleset;
In essence, the ruleset means that a human player is going to go one of two
ways, either they lose early because they cannot develop fast enough to ward
off hostile AI nations and warred to death or they win because they research
and develop the opposition to death, the game becomes boring because either
humans lose early or win in the long term, knowing they are going to win well
before the actual end. The AI scores rarely get above 400, so as soon as the
human reaches a score of 400 they know they are winning, but that is just ⅓
into the game itself.
Set out below are some of the reasons why this happens;
Differentiation between different combat units
There seems to be no differentiation between different combat units. EG a sea
unit will attack a ground enemy when there is nothing to be gained by it,
purely because it can and will win and usually because the ground unit is weak.
However, in doing so, it will merely weaken itself to counter attack from a
stronger enemy sea or air unit. It is very rare for a sea unit to prosper in
attacking an enemy ground unit outside of a city.
Ruleset change; Sea units attack sea units or cities only.
Ruleset change : A ground or air unit only attacks another unit for an
objective (defence/attack), at the moment the objective seems irrelevant to the
decision unless its critical.
It seems that there is too much bias in the ruleset to begin warfare. Warfare
is expensive, especially when units are constantly being lost in such warfare,
it should really and only be a resort once (1) the nation is large enough to
accommodate it and (2) the nation has the capability of replacing the units
lost in warfare to the same or similar extent without affecting other
advancements. The current system is so warfare orientated that an AI nation
will almost be happy to commit suicide trying to beat an AI opponent and
leaving itself completely unready for an attack from elsewhere.
Furthermore, it seems that warfare in one part of the nation is far more
important than development in another part of the nation. What happens is that
two nations with the same border are constantly at war with each other,
constantly losing units in that war and seemingly never ending the war despite
the fact that both will be dramatically weakened by war and will lack the
ability to actually defend against another enemy afterwards and they are so
concentrating on war that they lose the ability to develop in other areas.
This has improved with the diplomacy but is still an issue as diplomacy doesn't
seem to be used by AI very much.
Ruleset change : War should be a last resort not a first decision. Perhaps
increase the parameters to make was less appealing. Also peace should be the
Also, it seems that warfare, once instigated just goes on and on and on, there
seems to be no period of consolidation, so an AI army will be like locusts,
going around killing everything it can but leaving very little behind. Once a
city is conquered, the AI should consolidate.
Ruleset change : At least 5 turns before the next city is attacked.
Also there is substantial unhappiness due to many military units being outside
the city fighting elsewhere. This leads to a city having to cut production in
order to deal with unhappiness.
Ruleset change : only 1 military unit that is supported by an AI city is
allowed to leave the city itself.
Lack of research
I find that the AI research seems to shoot along to a certain level and then
the research slows down dramatically. The easy way to win is to stay out of
the battles and make peace until you are way beyond the AI research level and
then make units that are much stronger (such as stealth bombers). Research
should continue as a priority in AI continually but I suspect the AI ruleset
doesn't put enough emphasis on research and lets it drag at whatever speed it
Also, every city I build has a university in early build.
Not a single AI city I take over has a University.
That means that I can produce more research from 6 cities than an AI with 20
Ruleset change : Put more emphasis onto research and less onto warfare.
Lack of proper development of cities
The AI really only gives a city the barest minimum requirements and usually not
even that. EG my cities have 25 structures, the ones I take over usually have
1-2 and maximum 5. No city I take over has (1) factory, (2) bank, (3) Stock
Exchange, (4) mass transit, (5) supermarket, (6) super highways, (7)
sanitation. Due to this, the AI cities stay very small and don't develop.
Once my cities are developed, the AI can never take them over or even match
Ruleset change : Development of cities needs a much higher priority put onto it
in the ruleset, unless a critical build is required.
Lack of use of the research that has occurred already
Many times I take over a city, it is defended by a Marine (usually many Marines
and other units), which means that there has been substantial research, but the
city itself never seems to represent that research and the research level is
way ahead of where the city development is. What this means is that the city
can build good defensive units and has lots of them, but doesn't have the
ability to produce the right amount of product or money to properly defend
itself against a continued attack and once the defensive units are gone, the
city cannot replace them fast enough.
Ruleset change : Unless there is a critical build required, the first build of
a city should be the most suitable city development that relates to the level
of research achieved. Instead of building an AI army, an AI city should build
Roads and railways
It is very rare for an AI nation to build extensive railways, the most they get
to is purely interconnecting local cities. Roads & (once researched) Railways
should be build in every square that serves a city.
Ruleset change : Roads and railways to be built in every square that services a
Ruleset change : Objective - All a nations cities should be connected by roads
Also some AI cities are isolated and not properly connected to the other cities
in the same nation.
Ruleset change: Priority build is road and railway link to another city in the
AI cities are almost built anywhere, they build too close to each other and on
Ruleset change : An AI city cannot be built which encroaches upon another city
in the same nation.
Ruleset change : Different levels of square are given city suitability values
for AI city build purposes. The good build squares (Plains and Grasslands)
should have a much higher value than bad build squares (mountains and deserts).
Ruleset change : If a locality is suitable to AI city build, then the decision
as to where to build is decided by the highest suitability value square in the
Ruleset change : Cities cannot be built on mountains.
Ruleset change : unless unable to do so, all cities should have irrigation and
farming in the city itself as soon as possible.
AI terrain development is sometimes just wrong. For example, hills always seem
to get mines, even if they have a special resource (such as wine) whilst
mountains don't seem to get anything (not even roads). Also AI terrain
development is sometimes useless by being outside any city's domain.
Ruleset change : development of AI terrain should have basic rules set as
follows (all developed tiles to have road and railways);
Outside any city domain : none except roads/railways to connect cities.
Forest : none other
Plains : Irrigation & farming
Grasslands : Irrigation & farming
Deserts (with oil) - mining
Deserts (without oil) - irrigation & farming
Mountains : mines
Hills - irrigation & farming
Swamps (with resources) - no other
Swamps (without resources) - irrigation & farming
Jungle (with resources) - no other
Jungle (without resources) - irrigation & farming.
Tundra - irrigation and farming
Ice sheet - mining
Ruleset change : Development starts in closest undeveloped square to the city
itself once the population of that city has occupied up all other developed
squares of that city
Just some ideas to get on with !!!!!!
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