Genius difficulty, immense galaxy, 5 AIs (to give them lots of room to expand), here is a picture of the 2nd most powerful nation on turn 480 (and yes, im Canada):
Hey, at least they made a fleet - for this AI, that's progress.
I've put GC3 on the shelf for now. I don't declare war because mowing down the AI is like drowning kittens. I don't research because I'll unlock something that 'lets' me update a hundred starbases - one by one. I don't... well, I just don't enjoy playing it anymore. There's only so many pretty ship designs I can make before boredom sets in and I think I'm at that point.
But... they build large empires... and research buildings... surely they should have the same techs? Especially if theyre cheating on the higher difficulties? There is no reason for me to be 20x more powerful
Try Godlike....
Well if the AI is clueless on Genius, will it automagically become smart on Godlike or just get more resources/cheats?
No but it'll be more of a challenge till they fix it possibly?
Is that assumed or proven though? Because right now I dont think the AI even uses technologies correctly even if it has them. By turn 480 their fleets still move anywhere from 3 to 8 hexes while mine move at 33.
The AI put together a larger fleet than you put together but your complaint is that you designed better ships than it did right?
Try playing on a harder level.
The team is looking at improving the AI unit design system but as you can see, it's not nearly as good at mix/maxing as good players. That's why there are multiple difficulties above gifted).
What can I say? I'm not a developer or programmer or maybe your just too damned good a player? hopefully they'll sort this out for you?
EDIT: Frogboy beat me to it! lol
Do the levels above gifted make it smarter though or does it just get more resources to do stuff with? Its not that I built a better fleet but that my fleet is 20x better and I have no resource advantages.
What I am pointing out is that the AI actually did a pretty good job frm an AI point of view. First, it designed ships as best it could to counter your weapon strength. Note his defenses were optimized to counter your weapon type.
Second, he assembled a pretty good sized fleet.
without seeing your game, it's hard to say exactly what caused it to fall behind the arm's race. But your post describes the AI as useless. If you can name a strategy game, any game at all, that can do what the AI just did above (other than gc2, whose AI I wrote) then please tell me. I can tell you that 1.1's AI couldn't do it.
if you want a greater challenge, turn up the difficulty. The AI you are showing here just displayed pretty decent artificial intelligence. It just didn't have "enough" of something to keep up. What that was we don't know. Maybe it didn't find enough good planets. Maybe it tried to focus too much on manufacturing. Who knows. But we are talking AI and it appears to have made some pretty sophisticated determinations based on your screenshot.
The AI seems to get a lot of flak for many issues not really connected to it at all. I would argue that you creating the optimal fleet with Missiles is the main issue here, not the AI stuff. Missiles are OP when you pick the right techs/modules, and should be nerfed. And lets not even start with carriers
Research is also out of whack. The last military techs are way too cheap and OP, and too easy to get with a research focused empire, leading to exactly to what you see there. If they tweaked some of this stuff, the AI should do much better. I also think the AI should get a scaling logistic bonus tied to difficulty to create bigger fleets to compensate for player micromanagement with ships. (I will probably mod this myself eventually if they do not fix the late game)
It doesn't matter what the AI tries to do militarily if it can't keep up with a human economically. The Civ IV AI was famous for its ability to generate massive armies that, even if technologically inferior to the human, could still pose a challenge from sheer MASS. The Civ IV AI on the higher difficulty levels still cheated like hell (lots of economic bonuses) but IT COULD KEEP UP WITH THE HUMAN (or surpass it economically). In other words, your military AI at this point is ALREADY BETTER than Civ IV's military AI (which roughly consists of massing giant stacks of mish-mashed doom and sending them at you regardless of what you've got) but your ECONOMIC and STRATEGIC AI is vastly inferior.
UNFORTUNATELY large-scale wars are won by economics NOT tactics. So it doesn't particularly matter what you do with the military AI at this point. I'll just out-expand, and out-economic your AI and cream it with my stacks of doom.
In other words, your focus shouldn't be on beating humans on a tactical level. I'll bet money that you can't do that. For example, an obvious counter-thrust to your AI adaptability is to do "Fleet Rotation." My first fleet will be with beam weapons. My second fleet however will be built entirely with missile weapons. Consequently the moment your AI adapts to my first fleet and builds a fleet to counter it, I'll send it my SECOND fleet with pure missile weapons and destroy whatever it is you've got. If you send in a fleet with massive amounts of point defense, I'll send in my beam weapon fleet.
Trying to match the human on a tactical level is pointless. What I think you should be focusing on instead is:
1. Improve AI economic efficiency and expansion rate. Teach the AI to SCOUT and colonize with its colony ships-> this one little change will DRAMATICALLY increase rate of colonization (and what any decent human would do).
2. Broad strategic understanding. The AI in that example is hopelessly outmatched- it NEEDS to understand that it's out-matched and find ways around it, either by bribing the human for peace or trying to get a coalition of AIs against it.
Economics and strategy win wars. Tactics only matter between two EVENLY matched opponents. Unfortunately your AI gets so badly destroyed on the economic and strategic parts of the game that by the time the war starts it's already lost. This thread is the PERFECT example of this. Tactically your AI did everything correctly. It didn't matter.
I was talking to Naselus the other day about giving the AI more bonuses to make it more difficult. Naselus said that it won't work because the AI DOESN'T KNOW how to utilize the bonuses that it gets.
To the OP:
If you want the AI improve, you're going to need to provide actual information. This isn't a 'regular' forum and it took me a bit to figure that out. If you want to moan and groan, you won't do well here. If you really want to improve things, bring an actual comment with constructive criticism and preferably some data.
Example: Provide the save game. Explain the basics of where you are in the game compared to the AI overall. Does it have equal/few/more planets than you. Does it have equal/few/more techs than you? You gave us quite a bit in the screenshot, but we are lacking anything that lets us figure out why you got the result you did.
Brad loves him some AI and if you show him the AI is making a mistake, and give him enough data to work with, he will look at it. The more you give him, and the easier it is to dig down into WHY the AI did something, the easier it is to address on his side. And He frequently comes on and asks us to show him the 'stupid AI fails' that we have seen and give him enough info to track it down and fix it. EA doesn't do that.
Basically, you don't have to complain...you can just make an observation, give enough info to point everyone in the right directions, and dollars to donuts you have helped create a fix in an upcoming patch.
The problem here is simply the AI's inability to set production at a planetary level. It will never be able to keep up with the player late-game, even with the huge bonuses on offer from higher difficulties.
Say both you and the AI have 3 planets, each with 100 production. You give each 900%'s worth of buildings, one specialized on econ, 1 on industry and 1 on research.
The player specializes each planet to use 100% on the correct output type. So you have 1 planet producing 1000 industry, 1 producing 1000 research, and 1 producing 1000 econ.
The AI uses the empire-wide wheel, and set itself to 33% on each. The industry planet produces 330 industry, 33 econ and 33 research; the econ planet produces 330 econ, 33 industry and 33 research; the research planet produces 330 research, 33 industry and 33 econ. It's total production from the 3 worlds combined is 396 manu, 396 econ and 396 research.
If it tries other settings, then the results are not improved. If it goes for 50% manu and 25% elsewhere, we get the industry world on 500 manu, 25 econ and 25 research - a nice increase for industrial output. But the econ world is now producing just 250 econ, 50 manu and 25 research; the research world is only producing 250 research, 50 manu and 25 econ. It's total output is now 600 manufacturing, 300 econ and 300 research. It's still stuck on 1200 output, where the player is pumping out 3000 total output.
You're producing more than 2.5 times as much output as the AI from the same buildings, planets and population. Even with the tripled production that the AI enjoys on Godlike, it is only just able to match the basic specialization that the average player manages using the wheel alone (even without any advantages from optimal improvement placement etc). This means it starts falling behind the moment the player begins specializing planets.
This is actually exacerbated by some of the other features - so, for example, the AI avoids going into debt if at all possible, by setting the econ slider to match outgoings (when set to breakeven, or when reaching the 'breakeven' point on a spendtilbroke setting). This is entirely useless on manufacturing worlds, which would be better off sticking with industry and just pointing it all at an economic project. The AI here is doing the right thing - avoiding bankruptcy - but going about it in the wrong way, by re-allocating highly productive workers into tasks they lack the infrastructure to do usefully - it's making the guys on the factory floor sit down and do the accounts while the machinery sits idle. Then there's some basic other problems - the way the AI picks which build queue to use on planets is based largely on what special the planet has, and research specials are rare, so it under-produces research-dedicated worlds; it's research choices are (in most cases) sub-optimally weighted; many of its blueprints are outright broken; the entire BestDefense thing is conceptually flawed.
As to the bonuses the AI is granted; the scripted nature of the strategic AI, combined with the lack of difficulty triggers (so the Easy AI uses the exact same script as the Godlike one), means that the AI doesn't make efficient use of the handicaps. It cannot mass-produce colonies in an effective way on Godlike without scripting it to rely on bonuses which do not exist at lower difficulty levels, and so would be completely useless on Normal or Easy.
This is very frustrating, because the actual scripting of the AI is not difficult. Most players could likely figure out how to write a decent AI script given 30 minutes or so and a very basic thread outlining what the different script options do. That means that, as a community, we could probably produce challenging AI scripts for 500+ turns on all different difficulties in the space of a week; and Stardock could take this work and use it in an official patch - but we are unable to do so based purely on the primitive strategic AI triggers in the xml. Just adding in a difficulty check would mean that we could make them take advantage of the bonuses more effectively.
TL;DR: The AI will continue to perform poorly until it understands planet-specific economic settings, and handicap bonuses do little to help the situation because it cannot be made to understand that it has them. If the AI is given a means to specialize planets, then we will likely immediate see it performing 2-3 times better than it presently does.
If you are looking to have fun currently without playing on the super high difficulties it takes some discipline.
Play on gifted or genius (I don't think it gets any smarter after gifted, just more bonuses). And NEVER use the wheel on a planet by planet basis. This levels you with the AI without upping the AI's ante of resources/cheating/etc. You will still win, but because you design better ships and make better choices, but it won't be curb stomping kittens. More like house cats?
I'm quite torn about the planet by planet wheel. If its staying, the AI needs it, which then means we need to use it.. and you have to set it per planet, which is a pain, which means the devs have to build tools for us to customize the wheel for custom groups of planets, etc. etc. Its a lot of work just so that we play at an arbitrary level of resources.
If you removed planet by planet management, then player and AI are back on the same field and no one has to manage extra crap or develop extra features to manage extra crap... But a lot of traditional 4X game fans will hate that...
Quite the dilemma assuming you don't have infinite developer time to work on the game. Which you don't. I feels for you Brad.
I've enjoyed Gal Civ 3 but have parked it since 1.1 primarily due to the AI. It's good to see there are more improvements in 1.2. Hopefully Gal Civ 3 will eventually reach a similar standard to Gal Civ 2 and once it gets a lot better I'm looking forward to plenty more time in-game.
I fully support the great posts above from naselus and marigoldran, you've hit the nail on the head, if Frogboy focused on those aspects next it would have a massive impact.
Speaking of specifics as suggested by RevTKS, this video series from Macsen is a good reference to mine ideas to improve the AI. Macsen shows in detail how to hammer the AI on Suicidal without breaking a sweat and as far as I can see there is nothing that could be considered a cheat or excessive exploit either.
https://www.youtube.com/playlist?list=PLHMuUHsmNFlQEvNuuDLZ2uBLJ0HNEY2si
I'm not quite as efficient as Macsen but still won my last two Suicidial games on a Large Map with 5 players in about 100 turns (until micromanagement tools are improved anything larger isn't fun). Unlike Macsen I used Alliances to narrow down which opponents to focus on. If you really focus on getting Alliances with the "right" races as early as possible they seem far too easy to get, while the AI flounders with getting it's own Alliances, so this could use some attention for the appropriate races. To support the importance of empire strategy over tactics (and also lower bonuses of high difficulties at some stage) I generally didn't even bother optimising my designs to counter the AI ships. The other specific improvement that could be considered is that I always had better logistics than the AI and hence could always build larger fleets even if the AI did build fleets to the limit. The AI could prioritise logistics research more heavily both research and trade.
Regarding other games, granted 4X AI has been less than stellar in recent times ... don't get me started on Stardrive 2 or Beyond Earth. But I've been wondering why I felt the AI in Distant Worlds is so much better than Gal Civ 3 and now I may understand why. While the Distant Worlds AI does not counter your designs like Gal Civ 3 does, it's a lot closer to a decent human player economically and strategically. The planetary mechanics are vastly simpler but instead there is a private economy ... and with the AI Mod it builds basically the same ships I do as an experienced player with all the benefits that entails economically. The AI also builds pretty much the same military ships I do with respect to design, size, composition and tactics. The AI does not cheat on the highest difficulties either, it can't see the map without exploring, and there is no chance of getting free credits, technology or ideology points unlike Gal Civ 3. That said, Distant Worlds AI also lacks contingency plans to deal with broad strategic understanding it's pretty much just going to do what it going to do regardless.
One last point ... have Carriers been balanced yet? They make the game strategically shallow.
While I agree with Nasselus, Marigold and Icemania I do feel that this Ai is far superior to any on the market.
You all have to admit, the ai is doing a MUCH better job than it did in any previous updates. This bodes well for all of us. We will get the api hooks Nasselus mentions and from there you can bet that there will be a time when Marigold comes in here whining that its tooo hard on Normal difficulty. I look forward to that day!
/pokes Marigod
/Prods Icemania
/Stuns Nasselus
Yes. It did this through massive MASSIVE resource bonuses.
Hence: Increase the difficulty level.
The AI isn't making dumb decisions (as the original screenshot showed). It simply didn't have *enough* stuff. He's playing on 1 difficulty level above normal.
Full disclosure: I work in the same building as the AI coder of Civilization IV and Civilization V.
For all the complaining about the AI that goes on, I want to really say thanks for getting the AI to a point where it can manage this with the design system
Seriously? Holy crap, Batman!
An addition to marigoldran's post. The quote is, "In other words, your focus shouldn't be on beating humans on a tactical level. I'll bet money that you can't do that. For example, an obvious counter-thrust to your AI adaptability is to do 'Fleet Rotation.' My first fleet will be with beam weapons. My second fleet however will be built entirely with missile weapons. Consequently the moment your AI adapts to my first fleet and builds a fleet to counter it, I'll send it my SECOND fleet with pure missile weapons and destroy whatever it is you've got. If you send in a fleet with massive amounts of point defense, I'll send in my beam weapon fleet."
I'd say the human can do that because the human can out-research the AI, and that extra research is paid for by the superior human economy as noted elsewhere. Marigoldran would not be able to have beam and missile fleets if the AI was keeping up on research - the human would have to specialize and look for 'tricks' like picking mass reduction or cheaper production in order to stay competitive.
I agree that carriers are overpowered. The strength of the Drone/Interceptor units needs to be sharply reduced overall and especially in the early versions, or ships need to be able to add special 'anti-fighter' weapons. By the time I get large hulls and a logistics level of 35-40 (which isn't difficult) I can put 2 escorts and 3 carriers built on large hulls in a fleet and roll over anything. As has been said elsewhere, having a large number of firing ships is a big force-multiplier, and a swarm of fighters swamps the enemy. That's not an AI issue per se, but I've never seen the AI build carriers even if it researches the tech.
Some really good, productive points here.
Hence: Increase the difficulty level. The AI isn't making dumb decisions (as the original screenshot showed). It simply didn't have *enough* stuff. He's playing on 1 difficulty level above normal. Full disclosure: I work in the same building as the AI coder of Civilization IV and Civilization V.
With all due respect, this is not entirely the case.
One could play against the Civ 4 AI on normal difficulty (i.e., equal playing field), and still find that it could match you economically when playing 'normally' (i.e., no massive min-maxing). Even when playing GC3 with minimal effort (not caring about adjacency, never replacing buildings, no rushing techs, no special colony ships or sensor boats etc), the AI does not provide anything close to an equivalent challenge on normal difficulty. I used to play normal Civ 4 when I wanted a bit of fun in between 'serious' games, and I'm not ashamed to say that it occasionally managed to get the drop on me. Playing normal GC3 isn't fun; it's dull, because the AI is utterly ineffective by turn 100. The whole game is basically just an exercise in mopping up.
There's a bunch of reasons why. The way production worked in Civ 4 made it harder for the player to ramp up his economy as dramatically as you can in GC3 (for example, growing your cities in Civ4 usually required that you sacrifice some hammers for food, and became harder to grow as time progressed; in GC3, it largely grows of it's own accord at a steady rate). The maintenance system has been written about a lot regarding this too, and for good reasons - it worked very well in a way GC3's limiting system (LEP) simply doesn't. Sending out a new settler was extremely expensive - which, once again, it just isn't in GC3 right now. And, of course, simply the structure of the economic system, where research and economy were closely related and industry less so made it easier to prevent rapid growth on multiple fronts at once.
But overall, point 1 is that the mechanics of Civ4 limited the rate of expansion far more effectively, preventing the player from getting a huge lead early on. You simply couldn't colonize half the map by turn 100, whereas this is easy to do in GC3. This is a fairly big problem in the present game mechanics, rather than an AI point; 1.2 has clearly introduced some efforts to contain the player (the increases in killer tech costs, for example), but these actually act to nerf the AI, which was already pretty weak at picking up those techs. Mechanics need to be introduced which limit the upper end of the power potential, without damaging the lower end. This is hard to achieve but things like nerfing adjacency bonuses into the floor, a tech-spread deflation effect (so the second Civ to research it gets it for 90% of the cost, the third 81%, the fourth 73% etc), and removing the artificial production bonus on colony capitals would be effective.
Point 2 is that the AI was able to specialize its cities effectively. While its improvement placement was often weak, it still visibly created industrial powerhouses and economic supercities. This meant that the AI getting increased production levels on higher difficulties genuinely mattered. There is a colossal gulf between the relative power rating of a Deity-level AI in Civ 4 and a Godlike AI in GC3. Deity-level AI was defeatable, but required the player to min-max aggressively - he had to be able to squeeze every last drop of economic power out of his empire to even stand a chance. This is not the case against a Godlike AI. As shown above, even with it's 3x production bonus, the non-specializing AI is barely increasing it's economic output over what the player is getting from the exact same resources simply from moving the wheel. This is a very, very basic part of learning to play the game, and even most new players will start doing it from their third or fourth game.
Point 2 is the big glaring AI problem, and it means that the AI in GC3 as it presently stands can only match the player on production at the very start of the game on the highest difficulty level. In Civ4, the highest difficulty AI had similarly enormous bonuses, but at the very start of the game it had 500-600% the player's output of EVERYTHING, rather than a miserable 20% higher. As the player sets up more and more specialized worlds, he inevitably overtakes the AI's gimped economic control, regardless of difficulty; the only danger from a Godlike AI is that it might just manage to colonize more planets than you before it runs it's empire into the ground.
There's some issues with the tactical AI still. But at the moment, the planetary and empire economic AI is the by far the more pressing problem, and upping the difficulty to the point that the AI is no longer really playing the game anymore is not a solution. If just a few of these points can be tackled, then we'd be looking at a really impressive AI already - in fact, that's what's so frustrating about it. There's a great many things which the AI can do really well - hell, as you noted before, in the case of this very thread the AI was making good decisions but had been crippled by lack of resources. And that lack of resources is entirely artificial. It was not because its been out-colonized or because the player was better developed on all his colonies, but because the AI cannot not use it's planets to remotely the same effect as the player can. I fully expect the player to use planets 20-30% more effectively; the margin is currently more like 250% more.
Sorry my original post is incorrect, Im on Genius difficulty and not Gifted. so 2 above normal. Regardless, I dont see this as being a resource issue at all. By turn 480 the AI shouldnt be moving at 3 or 8 hexes per turn. My fleets shouldnt be 20x more powerful. And I certainly didnt mess with the economy wheel on this map or any other, ever. Ive always got it left alone on default. So this isnt about me having more resources than the AI, its about the AI either 1) not researching the right techs, or 2) not applying the techs to its ships (aka keeping old desgins). Those are the only two explanations I can see for why on turn 480 it does so poorly. If more details are wanted, here is a timeline. Im blue and opponent in first pic is red. Red declared war on me very early on and stayed at war for almost the entire map until I finally started attacking them. Until that point they for some 300 turns sent only 3 fleets into my territory.
... the fact that you're playing 2 difficulty levels above normal without ever touching the economy wheel kinda illustrates my point about the AI not leveraging it's handicaps. Playing without ever looking at your economy should be something that's barely sustainable on Normal, let alone Gifted or Genius.
EDIT - and seeing some of the actual production graphs - population, raw production, and research, for example - would be more useful for identifying where the AI screwed up. I usually see them tailing off hopelessly in research fairly early on.
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