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UPDATED: June 5th

In hopes of giving the devs a hand im compiling all known issues with the AI that they may or may not be aware of, or that are otherwise posted in dozens of different posts/threads. I encourage everyone to add to this thread so we can keep an organized list going.

- Spends a great deal of resources making rings / blobs of units around its core cities (likely the cities responsible for producing that AI's units). Those defensive units being fully grouped up are easy targets for AoE spells and AoE attacks and thus very easily wiped out

- Outlying cities are usually fully undefended unless its a coastal city

- Obsessed with casting the Unity spell, does not cast Counterspell when another AI has started casting before it (thus guaranteeing it could NEVER win if the first AI was not interrupted)

- Blind to players defensive positions and makup, does not take into account strength of units or number defending

- Always attacks with path of least resistance therefore making it easily predictable from which spot attacks will come from

- Rarely attacks in a unified force, usually single file attacks

- Capable of building advanced units, but never escorts/protects them and just sends them off to the slaughter

- Builds masses of ships in closed off lakes with nowhere to go, also guaranteeing that one or two AoE spells will wipe out the whole fleet. It will build a shipyard just so it can build a single ship in a one hex lake.

- Ignores empty lands near its borders that have zero hostiles in them that would easily fit multiple cities, perhaps lack of proper/continual scouting. In my last game I let it run past turn 350 (yes 350) and the one AI with tons of empty land around it never colonized it (I cleared that land from neutrals about 200 turns prior). The AI seems to stop expanding after it has more than 20 cities.

- Declares war on player even if its in no position to attack or mount a defense

- Does not react to breaches in its borders, no units dispatched to intercept intruders

- Only partially clears out neutral units near its borders. Hundreds of turns into a game it can still have masses of roaming neutrals around its borders without any concentrated effort to wipe them out and claim the territory

- It does not know how to recognize multiple failed attempts as a signal to try different methods/tactics

- At times the AI fails to call for peace/truce when it is obviously losing. I conquered an AI by capturing all of its cities except the capital, and it only asked for peace when its capital was the only city left. It then proceeded to build settlers even though there was no land anywhere nearby for it to colonize.

- Because there is no delay between a peace treaty being cancelled and war/combat beginning, players can abuse the AI by declaring peace, moving in to surround their cities/units, declaring war and getting a massive first strike benefit. The AI needs to recognize when friendly units are passing through its territory and when theyre massing in it. Simple check, make sure units are moving a significant distance each turn. When theyre just parked near AI's cities have AI threaten player, and if issue not resolved, allow AI to declare war and have it get first strike

- Doesnt properly recognize that its cities have been razed. As such it doesnt ask for peace when youre razing (or just conquering for that matter), and more importantly, doesnt rebuild the cities afterwards. Its capital just spews out a large army to defend the capital without building settlers to re-colonize

- Enters units onto water tiles where they can be one shot killed from nearby opposing units or even guard towers. Doesnt recognize the vulnerability of being on water


Suggested fixes for some of these issues:

- AI needs to spend less resources protecting safer inner areas and focus a lot more on defending its borders and pushing units towards its outer borders and towards its enemies

- Attacks should be staged in multiple small groups (2-3 units) approaching in close waves and at multiple vectors to prevent AoE attacks from being too effective. The AI already knows how to AoE groups of 3 or more of the players units, but it doesnt seem to recognize its own groups being equally susceptible to the same tactics. If this kind of coding is too difficult then I would recommend nerfing AoE attacks in the game completely as right now they are way too effective at mass slaughter

- Powerful units need to be escorted with weaker/scouts in the front to soak up attacks and archers/shamans/healers flanking

- Healing in general the AI does poorly, but it is capable of doing it. I watched a heavily injured solo unit trying to take a city stop attacking for a few turns until it healed up to full before resuming attacks. So it can do it, it just needs to do it more often

- The game already knows in a nice convenient number the attack strength of each unit. Have the AI be able to see this as a strength/weight number of each tile. So if a group of tiles is equal or greater than X or Y, let the AI know what kind of matching or exceeding strength it would need to compose of before starting an attack. For example, if I have 3 units, each with 100 attack, the AI could see a group of tiles giving a value of 300. It would then know that its 5 nearby units of strengths ranging from 10 to 20 would be an unlikely match for that force
 
Last edited:

unmerged(493174)

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On a more basic level, I've seen the AI attack my units using only damage they're immune to, then suffer damage in a counterattack. Maybe the AI should try a "pretend" attack before actually deciding to attack, so it'll at the very least know when an attack will outright fail?
 

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Moves a badly damaged unit out of the front line to a place of safety, and then move it back and attack - resulting in it dying for no gain. My guess is that having moved it when it considers what to do as it can't rest it finds something else to do.

Doesn't buff units often enough - I have seen it with several vampires with 5 spell buffs each. But it didn't buff anything else, or re buff them after I removed the buffs. I suspect that when it is at war it is prioritising attack spells too much, with the result that it only casts buffs if at peace.

Multi move then attack. It moves a lot of unit round and then starts attacking, this causes problems. If the attacked unit retreats then the moved units may not have enough move left to move adjacent to it and attack it. If the attack kills the unit than the partially moved units may have been moving in the wrong direction. It also means that it moves a damaged unit out of the front line, and then kill the unit that was stopping it rest.

Move land units onto water and then use their missile capability - transports are very vulnerable but the AI is happy to have them in exposed locations.

Not building higher tier units - the AI is bad at building these.
 

unmerged(499375)

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Keeps asking for money or mana even if they are in no position to handle an eventual war against me (sometimes even just a few moves after a agreed to a desperate peace offer from their part to prevent me from killing off everything they had). I suppose this is because the AI is very bad in keeping a positive gold/food/mana -balance. (btw. by initiating trades with the AI, you can actually see their gold/mana balance, and its almost always negative).
 

redrum68

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- Doesn't expand or does so very slowly. This is by far the biggest issue with the AI in the current game since more cities is always better and settlers are very cheap. The devs could fix everything else listed so far and it would still be easy to win against the AI.
 

unmerged(499375)

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Ah and there's another issue, but I'm not so sure if you really could call this an AI issue.

In a game I have positioned a bunch of units to overrun one of the opponents capitals (positioned them around his capital and then declare war). Unfortunately, in the same turn I lost a very important unit on another front because of a stupid mistake. So I reloaded the earlier quicksafe and was surprised because the opponent simply refused to talk to me, so I was unable to declare war to him. This is an option you should definitively take out of the game, because this way, an opponent can just prevent you from attacking him by simply refusing to take any war declarations (which is kind of stupid).
 

Talq

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Not building higher tier units - the AI is bad at building these.

I suspect a large part of the problem is the AI doesn't know how to save; i.e. it always builds units if it can & it builds a lot of units (so its gold balance is zero or negative), so it never has the 500-700 gold necessary to build a high tier unit. Working out when units are effectively obsolete may help, but does raise other risks (like not responding to neutrals)
 

player1 fanatic

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Ah and there's another issue, but I'm not so sure if you really could call this an AI issue.

In a game I have positioned a bunch of units to overrun one of the opponents capitals (positioned them around his capital and then declare war). Unfortunately, in the same turn I lost a very important unit on another front because of a stupid mistake. So I reloaded the earlier quicksafe and was surprised because the opponent simply refused to talk to me, so I was unable to declare war to him. This is an option you should definitively take out of the game, because this way, an opponent can just prevent you from attacking him by simply refusing to take any war declarations (which is kind of stupid).

This is actually a bug.
If you exit the game (not just get to the main menu), and load the save again, that option will not be greyed out.

I guess one of the game variables is not cleared out when you load the game from inside the game.
 

Annex

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Updated. Found out yesterday that razing enemy cities seems to be quite bad as they dont know theyre gone so they dont try to rebuild them, ever (it seems). Game is so much fun at the beginning when youre growing but afterwards dealing with the crippled AI is such a bummer :(
 

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I have noticed that AI never protects settlers. It always sends one single settler instead of settler plus an archer or a spearman. In result first neutral unit it encounters wipes the settler out.
 

unmerged(102954)

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Updated. Found out yesterday that razing enemy cities seems to be quite bad as they dont know theyre gone so they dont try to rebuild them, ever (it seems).
Not true. It just takes a while to start a new city building project and get a settler moved up.

It's just unlikely that the land stays uncontested long enough for this to happen.
 

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It is also poor at getting shipwrecks and the like.
In my current game I recently flew a bat over a shipwreck - this was about turn 75, and another GM had at least 3 ships on the lake, and it wasn't far from another GM's capital (about 10 hexes, and on the coast so even a land unit could see it.)
 

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Great thread, hope they are listening.

One thing the thread doesn't touch on much is the AI's spellcasting behavior. Aside from desperation to cast Unity, have you noticed anything that could use tweaking?
 

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Counter spelling when the spell doesn't help you against them - the one that came up was one AI counter spelling water walking when the only water was between me and another GM I was at war with.
It doesn't buff its units enough - I suspect it only does it when at peace.
It doesn't debuff enemy units.
It spams summons of weak units.