Ara: History Untold

Ara: History Untold

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How's the AI?
4x games like these live and die by their AI. No matter how good the game looks or even plays can be ruined by bad AI.

So yeah, I'm worried the AI is gonna suck like nearly every other 4x game out there.
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Showing 1-15 of 16 comments
NTense Sep 21, 2024 @ 12:49am 
I think the AI will be alright. It has a lot going for it, true simultaneous turns, natural borders, no hexes, army formations. Only thing I'm worried about is how it will handle the large number of crafting items but we'll see
hannibal_pjv Sep 21, 2024 @ 12:58am 
AI is as simple as in other games like this! The difficulty is based on bonus or malus the AI gets so the normal thing how AI handle these type of games.
The combat should be simple enough to AI to handle. Not sure how well the AI will handle building the armies etc.
Justybear Sep 21, 2024 @ 4:26am 
Originally posted by hannibal_pjv:
AI is as simple as in other games like this! The difficulty is based on bonus or malus the AI gets so the normal thing how AI handle these type of games.
The combat should be simple enough to AI to handle. Not sure how well the AI will handle building the armies etc.
If you've actually played the game I'll take your word for it, but I doubt this to be true based on what the devs have said about it. The AI should be much more advanced.
Tandis  [developer] Sep 21, 2024 @ 8:11am 
The way AI works in Ara is a bit different from what is typically seen.

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

For example, at lower difficulty levels the AI tries to simulate what beginner players might do such as forget to place an Amenity or a Supply or not build up armies in quite the optimal way. Whereas at the higher levels, the AI is pretty good at min/maxing.

That said, we will be looking to do a lot of additional tuning of the AI once actual strategy masters get their hands on it and start doing terrible, terrible things to not just the AI but in multiplayer.

Maybe we should have a shirt that says "Because of me, they had to put out a patch!" ;)
skielb Sep 22, 2024 @ 11:46am 
That sounds really great and I hope it will work better than in other titles. Also nice to see that you want to improve the AI according to what happens in the game. MP is not my thing and a bad AI destroys the fun quickly.
How will you know how the AI was beaten to improve it? Will you collect save game or end game files and analyze them for patterns where you can improve?
they talked about AI in this video. sounds convincing, but just a few days and you can get a better response or idea.

https://www.youtube.com/watch?v=8FpXkDrwarY&ab_channel=Ara%3AHistoryUntold
Galacticat Sep 23, 2024 @ 1:09am 
Originally posted by Tandis:
The way AI works in Ara is a bit different from what is typically seen.

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

For example, at lower difficulty levels the AI tries to simulate what beginner players might do such as forget to place an Amenity or a Supply or not build up armies in quite the optimal way. Whereas at the higher levels, the AI is pretty good at min/maxing.

That said, we will be looking to do a lot of additional tuning of the AI once actual strategy masters get their hands on it and start doing terrible, terrible things to not just the AI but in multiplayer.

Maybe we should have a shirt that says "Because of me, they had to put out a patch!" ;)

Assuredly with mods coming in after release, is there a way to make sure the AI knows how to handle mod-added units and buildings? Would there be a way to tell the AI how to use a new feature that is modded in? I'm thinking back to how Humankind AI never used modded units and Civ 4-6 AI never understood the gravity of modded features like Civ 4's Ryse and Fall mod that added revolutions and how to avoid them.
Sgt. Barnes Sep 23, 2024 @ 2:06am 
Originally posted by Galacticat:
Originally posted by Tandis:
The way AI works in Ara is a bit different from what is typically seen.

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

For example, at lower difficulty levels the AI tries to simulate what beginner players might do such as forget to place an Amenity or a Supply or not build up armies in quite the optimal way. Whereas at the higher levels, the AI is pretty good at min/maxing.

That said, we will be looking to do a lot of additional tuning of the AI once actual strategy masters get their hands on it and start doing terrible, terrible things to not just the AI but in multiplayer.

Maybe we should have a shirt that says "Because of me, they had to put out a patch!" ;)

Assuredly with mods coming in after release, is there a way to make sure the AI knows how to handle mod-added units and buildings? Would there be a way to tell the AI how to use a new feature that is modded in? I'm thinking back to how Humankind AI never used modded units and Civ 4-6 AI never understood the gravity of modded features like Civ 4's Ryse and Fall mod that added revolutions and how to avoid them.
Civ 6 is the most braindead AI I saw in last approximate 25 years. Civ 5 AI was better as Bill Gates is richer than a man from lower indian caste. In civ 5 when I played Poland and had Napoleon on deity level (!) near me, I was sure he will attack as he always did before. So I put multiple forts and units most of the game on the long very long border we had. He reacted by putting a lot of troops too. But he didn't attack me till the end as I had a lot of good troops like unique winged hussars etc. I was sure he will attack me each damn turn. I had a feeling a played against a good (!) human player. In civ 6 AI was declaring war and next turn asking for peace offering everything when it wasn't even yet clear I will win the game eventually, and when it was weaker many times than me.
ARA has plenty of improvements avaliable and they claim you won't even experience them all at a time in each game. I am sure you will have plently of possible manufacturing (crafting) capabilities to choose from, so additional buildings are not that of a problem, by the time you get bored maybe some kind of flc or dlc will come out etc.
FredDie Sep 23, 2024 @ 4:46am 
Originally posted by Sgt. Barnes:
Originally posted by Galacticat:

Assuredly with mods coming in after release, is there a way to make sure the AI knows how to handle mod-added units and buildings? Would there be a way to tell the AI how to use a new feature that is modded in? I'm thinking back to how Humankind AI never used modded units and Civ 4-6 AI never understood the gravity of modded features like Civ 4's Ryse and Fall mod that added revolutions and how to avoid them.
Civ 6 is the most braindead AI I saw in last approximate 25 years. Civ 5 AI was better as Bill Gates is richer than a man from lower indian caste. In civ 5 when I played Poland and had Napoleon on deity level (!) near me, I was sure he will attack as he always did before. So I put multiple forts and units most of the game on the long very long border we had. He reacted by putting a lot of troops too. But he didn't attack me till the end as I had a lot of good troops like unique winged hussars etc. I was sure he will attack me each damn turn. I had a feeling a played against a good (!) human player. In civ 6 AI was declaring war and next turn asking for peace offering everything when it wasn't even yet clear I will win the game eventually, and when it was weaker many times than me.
ARA has plenty of improvements avaliable and they claim you won't even experience them all at a time in each game. I am sure you will have plently of possible manufacturing (crafting) capabilities to choose from, so additional buildings are not that of a problem, by the time you get bored maybe some kind of flc or dlc will come out etc.

Yep, Civ 6 AI is premium cringe, its a shame, otherwise the game is great, but what game if the AI is on level it was 20yo.
vthemighty Sep 23, 2024 @ 6:00am 
A lot of the games are from the Civ 5 team, so for once I maybe have hope in this genre. We'll see.
Bozz 💀 Sep 23, 2024 @ 6:49am 
Stoped playing Civ games because of the AI
hannibal_pjv Sep 23, 2024 @ 9:21am 
Originally posted by Galacticat:
Originally posted by Tandis:
The way AI works in Ara is a bit different from what is typically seen.

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

For example, at lower difficulty levels the AI tries to simulate what beginner players might do such as forget to place an Amenity or a Supply or not build up armies in quite the optimal way. Whereas at the higher levels, the AI is pretty good at min/maxing.

That said, we will be looking to do a lot of additional tuning of the AI once actual strategy masters get their hands on it and start doing terrible, terrible things to not just the AI but in multiplayer.

Maybe we should have a shirt that says "Because of me, they had to put out a patch!" ;)

Assuredly with mods coming in after release, is there a way to make sure the AI knows how to handle mod-added units and buildings? Would there be a way to tell the AI how to use a new feature that is modded in? I'm thinking back to how Humankind AI never used modded units and Civ 4-6 AI never understood the gravity of modded features like Civ 4's Ryse and Fall mod that added revolutions and how to avoid them.

Unless the mod maker make changes to AI, the AI can not use mods or get even confused by mods… mod is something that AI is nit programmed to handle, so it is black spot in the AI selection tree. So read the mod desceiption and id the author says that he has also modded the AI to use the mod… better avoid that mod. (Unless it is Only decorative)
Last edited by hannibal_pjv; Sep 23, 2024 @ 12:28pm
Pozhinateli Sep 23, 2024 @ 10:48am 
Originally posted by Tandis:

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

This one is worrying and it still seems like another dysfunctional AI from strategy games...
hannibal_pjv Sep 23, 2024 @ 12:31pm 
Originally posted by Pozhinateli:
Originally posted by Tandis:

AI does get bonuses and penalties based on the difficulty level but also it plays differently based on these difficulty levels.

This one is worrying and it still seems like another dysfunctional AI from strategy games...

What did you expect?
Computers are not fast enough to run real AI. Not even near!
So the AI is always desision tree. Do this or that. Do this or that. And always people find a way to ”cheat” the AI to do stupid things. Because when you allways do the same thing based on same desision tree.. you become predictable,
Galacticat Sep 23, 2024 @ 12:46pm 
Originally posted by hannibal_pjv:
Originally posted by Galacticat:

Assuredly with mods coming in after release, is there a way to make sure the AI knows how to handle mod-added units and buildings? Would there be a way to tell the AI how to use a new feature that is modded in? I'm thinking back to how Humankind AI never used modded units and Civ 4-6 AI never understood the gravity of modded features like Civ 4's Ryse and Fall mod that added revolutions and how to avoid them.

Unless the mod maker make changes to AI, the AI can not use mods or get even confused by mods… mod is something that AI is nit programmed to handle, so it is black spot in the AI selection tree. So read the mod desceiption and id the author says that he has also modded the AI to use the mod… better avoid that mod. (Unless it is Only decorative)

I remember modding for Civ IV, there were keyword plugins to tell the game AI how to handle buildings and units, but didn't expand to new game features. I was kinda hoping a dev would answer if possible how far the AI goes, if it adapts to see the positives and negatives of new buildings and units or if it was a keyword thing, etc.
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Date Posted: Sep 21, 2024 @ 12:35am
Posts: 16