I have messed around with the Strategie files mainly to get the AI more aggresive.
I found the big problem. The AI needs to be bigger than you to attack. Also the AI needs alot of units to spare. The AI needs higher priority on attack.
I have done the following changes.
1. First the priority of Attack has been lifted in the strategies file.
2. The amount of support was raised
3. The build offence and build defence has been raised defence to same priority as growth (the highest before)
and offence to the one step below. for example 10000 and 9000.
4. The support cost for all middle game units have been lowered. Specilly all defence units halfed the support cost atleast.
5. Added higher bonus to production in diffdb
6. At the Goal attack and Goal siege i added target coldenemy so it will look for opertunites everywere.
7. Lowered distans modifier to 10-25
8. Lowered the force compare numbers some. Not sure if this part is good, some really stupid attacks. (But again thats like how CIV 2 was.
Preliminary Result: Alot more units for the AI and the defence part will quickly be reach and then the AI will build alot of offensive units and they will use them. Looks very promising. My weak cities is attacked.
Conclusion. The AI needs more units, And needs higher priority to attack. The first is the most important part.
If anybody else could try this and see the effect it might solve the problem of AIs not attacking.
quote:
Originally posted by Matte979 on 12-19-2000 11:57 AM
I have messed around with the Strategie files mainly to get the AI more aggresive.
/Mathias
Thank you for your research. I've had big problems with the standard AI behavior too.
First Question: Is it possible, to publish your strategies.txt in this forum?
Second Question: Modify the changed txt-files old games too, or must I start a new one?
I seem to get affect in save games so you can try to change and then test and then save, change and test and save. Thats how I found some of the problems.
The strategies file is to big to post here. I can post the first default strategy as mine is configured and you will get the idea what i have changed.
Made some other changes aswell. For example don't like the new diffrent specialists so have removed all but entertainers and scientists.
----
STRATEGY_DEFAULT {
//
// POPULATION ASSIGNMENTS
//
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Top 0.2 ProductionCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Bottom 0.2 GrowthCities
}
PopAssignmentElement {
// percent of workers after minimums have been achieved that
// should be used as specialists
Specialists 0.1
// Percent of allocation to different specialist types (total = 1.0)
FarmerPercent 0.0
LaborerPercent 0.0
MerchantPercent 0.0
EntertainerPercent 0.3
ScientistPercent 0.7
Default
}
//
// GOVERNMENT SETTING
//
Government GOVERNMENT_TECHNOCRACY
Government GOVERNMENT_VIRTUAL_DEMOCRACY
Government GOVERNMENT_CORPORATE_REPUBLIC
Government GOVERNMENT_DEMOCRACY
Government GOVERNMENT_REPUBLIC
Government GOVERNMENT_MONARCHY
Government GOVERNMENT_TYRANNY
// other governments
// Government GOVERNMENT_ECOTOPIA
// Government GOVERNMENT_VIRTUAL_DEMOCRACY
// Government GOVERNMENT_FASCISM
// Government GOVERNMENT_COMMUNISM
// Government GOVERNMENT_THEOCRACY
// multiplied by #rounds to target
DistanceModifierFactor -10
// number of armies to try and disband units from per round
DisbandArmyCount 3
// minimum distance between settled cities
// (eg. new cities must be founded atleast 2 cells from nearest cities collection border)
MinSettleDistance 4
// cells with settle scores below this threshold will not be used
MinSettleScore 600
//
// BUILD LISTS
//
// Scaled bonus (#turns) to reduce the estimated time to rush buy in most threatened city
// used when deciding what city to rush buy in
RushBuyThreatBonus 10
// Percent of gold expenses last turn to keep in reserve when rush buying
RushBuyReservePercent 2.0
// Percent of civilization support dedicated to units
UnitSupportPercent 0.50
// Unit Percents must total to 1 (100%)
OffensiveUnitsPercent 0.20
DefensiveUnitsPercent 0.30
RangedUnitsPercent 0.20
SeaUnitsPercent 0.15
AirUnitsPercent 0.15
// Number of special units that should be built
SettlerUnitsCount 2
SeaTransportUnitsCount 6
AirTransportUnitsCount 2
SpecialUnitsCount 6
// Do not certain items in cities where if it takes too many turns
MaxSettlerBuildTurns 30
MaxUnitBuildTurns 20
MaxWonderBuildTurns 40
// maximum percent of conventional units to build before building
// special units of specified type
BuildTransportProductionLevel 0.25
BuildSettlerProductionLevel 0.25
// Types of standard units that should be built
OffensiveUnitList UNIT_BUILD_LIST_OFFENSE
DefensiveUnitList UNIT_BUILD_LIST_DEFENSE
RangedUnitList UNIT_BUILD_LIST_RANGED
SeaUnitList UNIT_BUILD_LIST_SEA
AirUnitList UNIT_BUILD_LIST_AIR
// Types of special units that should be built
SettlerUnitList UNIT_BUILD_LIST_LAND_SETTLER
SeaTransportUnitList UNIT_BUILD_LIST_SEA_TRANSPORT
AirTransportUnitList UNIT_BUILD_LIST_AIR_TRANSPORT
SpecialUnitList UNIT_BUILD_LIST_SPECIAL
FreightUnitList UNIT_BUILD_LIST_FREIGHT
// minimum number of units to keep in cities as a garrison
OffensiveGarrisonCount 1
DefensiveGarrisonCount 1
RangedGarrisonCount 1
// For each city with an empty build queue, build from
// first sequence that applies
// only accumulate count of piracy if it occurs within
// memory of last piracy
PiracyMemoryTurns 3
// number of piracy events to accumulate before we kill the route
MaxPiracyEvents 3
//
// FORCE MATCHING
//
// AttackMatch - ratio of army's attack strength to target's defense strength
// DefenseMatch - ratio of army's defense strength to target's attack strength
// RangedMatch - ratio of army's ranged strength to target's ranged strength
// BombardMatch - ratio of army's bombard strength to target's bombard strength
// ValueMatch - ratio of army's value to target's value