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Because the default game-mode is FFA, those buildorders are very lategame focused and usually have a relatively bad earlygame, that can be punished by all sorts of all-ins.
For example the AI will try to keep their pop-growth maximized all of the time. Which early-on means you have to pay the upkeep in both loyalty and food/ore/requisitions for population that will stay useless until you can start to catch up with buildings after constructing a second construction-building. That is a huge economical sacrifice which basically trades away any early-game strength for being stronger later on.
When you play a more balanced build, that gives you a stronger early-/mid-game at the expense of running into the population-cap or at least severely slowing down your population-growth but don't punish their greedy builds, they will have a huge economical advantage in the lategame.
In faster-speed-settings this should be even more severe as there's less time to punish them.
The "loyalty-spam" is simply a matter of math. You can calculate at which point a loyalty-building is better than other buildings. And since computers are good at calculating they do just that. I don't calculate like that but I know that I should start pumping them out at around 12 normal buildings and add a few buildings here and there so that at about 30 buildings in total I shall be at the loyalty cap of +50.
I wonder if the AI should be a little more adaptive with it's build-orders depending on the settings of the game. In a 1v1 on a tiny map you most likely don't want to be at 19/24(9) pop in the hopes of a strong lategame that will never come.
Also note that the approach of the AI works much better on higher difficulty-levels. The reason is that pop-growth doesn't scale with loyalty but both production and income do. So they have a much easier time to actually put their population to use.
It would be nice to see multiple strategies. Such as early, mid and late game pushes from the AI.
I'm also testing another change that hopefully leads to more build-diversity. But all-ins is not really something that I think I want to teach to the AI. However, you may or may not know that ctrl+t or something like that brings up the endgame-scoreboard while the game is still running. And you can get some helpful information from it. The AI might want to look at it aswell and draw some conclusions from it.
By the way, even if you think you've already lost, it might still be possible to win because the AI might be great at building units, but it's not that great at using them yet. Here's a screenshot from the scores screen of a game that I totally thought I lost all the way at the beginning already, but I continued to play and eventually managed to destroy more and more of the enemy units until I overpowered him:
https://cdn.discordapp.com/attachments/467032336303652875/509854300059729930/Gladius051.jpg
Of course that was at a normal game speed game though. One on the fastest might be harder to come back from because the enemy will be able to build multiple units per turn. (Even at normal speed they were able to build like 3 units every 2 turns.)
Hm, I dunno if you'd really want the AI to look at the ctrl-T scores screen because it's kiiinda a cheat (you can't do it in multiplayer games). But I'm not exactly someone who's against cheating AIs though. As long as they're a good challenge, I don't care that much.
Still having some of the best fun I have had with a turn-based (my preference) game!