![]() The remaining savefiles document this: total stagnation. Instead, I turned the Mongols to AI immediately after building Michelangelo's and observed what happened. A patient human can conquer the world well before 1AD. Develop Robotics to allow Howitzers, because AI cities all have city walls. (Expansion is easy, thanks to the AI's ignorance of diplomats) As soon as Armor is developed, create a direct, railroaded route to the Pyramids and conquer them. My plan is to discover Electricity (to neutralize the Great Lib) and develop quietly for a while, building factories and some wonders (Shakespeare!) and taking control of the seas, while expanding steadily in Aztec territory. Engineers are busy connecting the empire with railroads. The date is now 1740 BC and the human is #1 in every demographic. continue to expand, while building up the central cities.build Michelangelo to allow city growth.develop Explosives (engineers!) to compensate for the Pyramids.expand to defensible border zones, fill in the inland ('moyo') later.meet approaching settlers with diplomats, convert the city as soon as it is built (cost: below 50, well worth the diplomat).build supply routes as the empire grows.keep cities to size 3 or 4 to avoid having to build improvements.The plan is practically failsafe, once you survive the initial stage. The savefiles have been taken from a single game with the following settings: It can partly be used against human players. It describes a strategy that suffices to beat the AI, especially in games with high landmass. This document was not written as a tutorial, but as an overview of AI weaknesses. This small report documents its weaknesses on large maps. The AI logic is probably identical to that in vanilla 1.7.1. None of these affect gameplay, but when replaying them with a standard 1.7.1 client, you will see a surprising message: Ieyasu is now ruler of the Egyptians. This game was run with Freeciv post-1.7.1, CVS version dated Oct, 24, with two patches applied: Massimo Campostrini's race extension patch and David Pfitzner's city report patch. Some of them have been fixed since then, but the ones that aren't so easy to address still remain,Īnd the Freeciv 2.0 AI still has the same overall weakness, namely, an inability to focus its efforts and apply its forces and advantages in an effective way. A more specific list of problems is given in To describe how Freeciv's AI was generally doing,Īnd to point out deficiencies. The report that follows was written in November, 1998, 5 Why does my human plan work against the AI?.
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