AI War Goal Changes Should be Announced

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InnocentIII

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I don't mean the formal Wargoal should be allowed to change, but sometimes the AI seems to drop its original purpose in a war and adopt a new one. You know, just like us. Step A - "I want one province, DoW"; Step B - Enemy army completely collapses or major ally declines to defend; Step C - "I want five provinces" Or Step B - cascade of alliances; Step C - "I want to get out of this for a one-time cash payment".

The AI can come off as just fickle or unfocused in its wargoals (getting rid of the little bit of X-Com shuffle in army/navy movement would help, too). I suspect, from how the rest of the game behaves, that the AI is in fact making pretty reasonable changes in what it wants, e.g. it DoWed a minor hoping to snap up a province or two, then it beat some much bigger countries and what it's willing to take has changed. Yes, sometimes it's pretty obvious why the AI has changed its mind, but certainly not always.

I suggest that pronouncements be possible for AI nations something like those made by the Allies in WW2. We don't want spam, so restrict it to major wars for messages and no more than once per year, war leaders only. But on the peace negotiation dialog, especially when the AI is now turning down the original wargoal as unwanted, some kind of explanation would be very helpful. The +s and -s are great, but if there is a deeper purpose to what the AI is doing, getting the message through would make playing more enjoyable and the AIs thought process seem more impressive.

The same kind of message system for AI goals could be helpful for abrupt opinion changes. Why does my long time ally suddenly declare me rival? Yeah, I can just start a war together and hope it's a passing phase. But a look into why the AI makes such changes would help them appear less random and more cunning. I recommend having the message delivered by a diplomat wearing an orange and yellow hat with a red ball on top to complete the effect.
 

Incompetent

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Why? It's not like the player announces his intentions to the enemy AI.

It would be nice if there were more ways of communicating with allied AI countries, however.
 

InnocentIII

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Why? It's not like the player announces his intentions to the enemy AI.

It would be nice if there were more ways of communicating with allied AI countries, however.

The AI wouldn't announce its strategic goals before it was in a position to achieve them or insist on them. But right now, when the AI DoWs to take land from a particular target, it sometimes refuses to accept what it started the war to obtain. It's a choice between having the AI look completely random or just poor, when the reality is, presumably, it has changed its wargoals.

I probably picked a bad title. What I mean is that there should be a mechanism where this becomes possible, not that the AI is obligated to reveal its thinking everytime the thinking changes. AI intent is only really relevant in single player games, and it's important that AI changes in focus not look like artificial stupidity or random incomprehensible variation.
 

InnocentIII

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What is "X-Com Shuffle"?

The original X-Com UFO defense was a great game, but one of the issues it had was the AI controlled aliens had a tendency to move a little, re-think where it was going, move back to square one, re-think about where to go, and move back to the first destination, until its movement points were exhausted. It would alternate between two plans and end up doing nothing at all (this saved Hicks, Hudson, Vasquez and the rest many times in my games). I've seen ships start to travel to an adjacent sea zone, then stop, then start, then stop for months on end. Armies can do the same thing. I've seen several times where two AI armies in one province start to two adjacent provinces, stop, and then swap destinations with each other, stop, swap back...

My point was that any AI is going to have glitches, we know that. In peace negotiations, if the AI refuses to accept what it went to war to obtain, or makes other major shifts, then what might be a very intelligent change in plans will tend to look like brain-death or just frustrating randomness. If the AI is able to explain it's motives, then the player will have an appreciation for the thoughts behind what's happening, and not assume the game's doing the war and peace equivalent of the X-Com shuffle.
 

JimboOmega

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The original X-Com UFO defense was a great game, but one of the issues it had was the AI controlled aliens had a tendency to move a little, re-think where it was going, move back to square one, re-think about where to go, and move back to the first destination, until its movement points were exhausted. It would alternate between two plans and end up doing nothing at all (this saved Hicks, Hudson, Vasquez and the rest many times in my games). I've seen ships start to travel to an adjacent sea zone, then stop, then start, then stop for months on end. Armies can do the same thing. I've seen several times where two AI armies in one province start to two adjacent provinces, stop, and then swap destinations with each other, stop, swap back...

The AI does this on land because it tries to avoid encounters with a superior force. So side A will start marching towards a small, siege detachment, and the large, "main" army of side B next to that detachment will start marching to where side A is going. Side A recognizes it won't win the battle if B's army shows up, and stops marching. Side B realizes that the threat is gone, and stops marching. Side A sees a chance to march its army, and repeats.

It's a real pain in the butt as a player; you can get distracted by other things and lose an army pretty easily when you forget to maintain that "status quo"
 

Van Tuber

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How many times as a player do you take land that is unrelated to your wargoal? How many times do you refuse peace so you can get more out of a peace deal? Why shouldn't the AI be able to do the same thing?
 

grisamentum

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I don't mean the formal Wargoal should be allowed to change, but sometimes the AI seems to drop its original purpose in a war and adopt a new one. You know, just like us. Step A - "I want one province, DoW"; Step B - Enemy army completely collapses or major ally declines to defend; Step C - "I want five provinces" Or Step B - cascade of alliances; Step C - "I want to get out of this for a one-time cash payment".

The AI can come off as just fickle or unfocused in its wargoals (getting rid of the little bit of X-Com shuffle in army/navy movement would help, too). I suspect, from how the rest of the game behaves, that the AI is in fact making pretty reasonable changes in what it wants, e.g. it DoWed a minor hoping to snap up a province or two, then it beat some much bigger countries and what it's willing to take has changed. Yes, sometimes it's pretty obvious why the AI has changed its mind, but certainly not always.

I suggest that pronouncements be possible for AI nations something like those made by the Allies in WW2. We don't want spam, so restrict it to major wars for messages and no more than once per year, war leaders only. But on the peace negotiation dialog, especially when the AI is now turning down the original wargoal as unwanted, some kind of explanation would be very helpful. The +s and -s are great, but if there is a deeper purpose to what the AI is doing, getting the message through would make playing more enjoyable and the AIs thought process seem more impressive.

The same kind of message system for AI goals could be helpful for abrupt opinion changes. Why does my long time ally suddenly declare me rival? Yeah, I can just start a war together and hope it's a passing phase. But a look into why the AI makes such changes would help them appear less random and more cunning. I recommend having the message delivered by a diplomat wearing an orange and yellow hat with a red ball on top to complete the effect.

It does this a little already, where if you are small and it wants to full-annex you it just says -1000 to all peace deals "wants to annex you"