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Sneaky AI announces Backstab 6 Turns before War

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7 years ago
Jun 26, 2017, 5:18:39 AM

Sneaky AIs should wait until after they've declared war before telling me about their betrayal. A half-dozen turn forewarning is enough to prepare a welcome gift for them.

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7 years ago
Jun 26, 2017, 7:03:45 AM
MikeLemmer wrote:

Sneaky AIs should wait until after they've declared war before telling me about their betrayal. A half-dozen turn forewarning is enough to prepare a welcome gift for them.

There's no fixed amount of turns before they declare war on you and even the fact of declaring war isn't set in stone.


In my most resent game both Lumeris and Horatio were behaving sneaky, but only Lumeris declared war on me. Perhaps Horatio didn't declared war on me becouse Vodyani went for their throat and claimed quite a few colonies from them.


Also looks like AI don't even try to estimate power difference between empires - for example i wiped Lumeris in ~15 turns after they declared war on me (I was very peacefull Unfallen before that since i've managed to expand into neutral zone, was already sitting at 14 colonies cap and had peace state with all neighbours).


ALso since that happened on Endless difficulty i'm pretty sad how dumb AI is even in hardest difficulty.   

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7 years ago
Jun 26, 2017, 11:18:52 PM
Crizis wrote:


Also looks like AI don't even try to estimate power difference between empires - for example i wiped Lumeris in ~15 turns after they declared war on me (I was very peacefull Unfallen before that since i've managed to expand into neutral zone, was already sitting at 14 colonies cap and had peace state with all neighbours).


ALso since that happened on Endless difficulty i'm pretty sad how dumb AI is even in hardest difficulty.   

This is the problem with people not understanding how difficulty actually works in these games. AI does not get smarter the higher you increase the difficulty. That is why I don't bother playing at super hard levels. You're not playing against AI, you're playing against a huge wad of FIDSI bonuses. If anything, it makes the AI appear even more stupid because they have the resources/production to compete but they simply don't know how. 


From my experiences with EL, taking AI cues from people playing on high difficulty levels generally causes more problems because the AI needs to learn the basics of the game properly to compete. Bad combat ship design, poor colony management, poor research choices and bad diplomatic play won't get compensated for by huge FIDSI bonuses. It just leads to players gaming the system to beat a bonus. Which isn't that hard, but becomes extremely boring and formulaic for me.


Playing on normal, I just spent 12+ turns destroying Lumeris ships trying to reinforce an outpost that was blocked by one of my colonies (I wanted that system for myself). I was killing both their logistics ships and their military/exploration vessels and they have yet to declare war. Giving the AI 200% FIDSI bonuses on Endless Difficulty isn't going to solve that problem.


Edit: Well scratch that...they have now declared war. Took them a long time and the loss of a lot of ships to do it.

Updated 7 years ago.
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7 years ago
Jun 27, 2017, 7:13:20 AM

i agree, even though the A.I. has been improved since the game release.


I would still expect the following improvements on higher game difficulties for the A.I.:


- better resource/colony/research management

- more efficient invasions once A.I. is in war against the player

- further improved diplomacy


lets keep finghers crossed for these ones!


Come on Amplitude! ;-)

Updated 7 years ago.
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