Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As a minor programmer I would just like to say just programming a pathfinding ai that doesnt get hung up on choke points or make immersion breaking detours is apocalyptically hard.
You have a point Cryten, but I also help program games myself on my spare time but what I think he means truly (if the op didn't already know) is that the beginning of the game the ai does have a leg up over you on prince difficultly and up. Since on prince *blank* civ has* a extra settler if I am correct and one worker on turn one, so of course this could lead to the belief of cheating ai.
That's not to say that the current AI for this game is "good" though.
weak.. .there are lots of games that do proper AI. Shame that this isnt one of them. I'll steer clear of this title.