Posts: 6,667
Threads: 246
Joined: Aug 2004
These issues were somewhat different in Civ3, where workers were significantly cheaper and less valuable than in later Civ games. (It was not at all unusual to be running around with 100+ workers in the later stages of a Civ3 game.) It was incredibly easy to bait even gigantic stacks of AI units in Civ3 into chasing after completely useless workers... I mean, if you didn't play Civ3, you have no idea the tortured, convoluted paths that the AI would take just to kill a single worker. This one was ultimately pretty minor.
"Puppet strings" was a different and more serious exploit. The Civ3 AI didn't play with the fog of war enabled - they could always see the entire map at all times. The AI was also programmed to beeline for "soft" targets on an individual scale, wherever on the map they might be. As a community, we discovered that this could be extremely exploitable. Move units out of a backline city to leave it empty, and the entire AI stack would start moving towards it. Cover that city and leave another one empty, and the whole AI stack would shift again towards the new target. When abused properly, you could tie up overwhelming numbers of AI units indefinitely, pulling their "puppet strings" and having them dance between unguarded targets in the backline. Kind of funny to watch, but horribly exploitable and broken.
The AI in Civ4 is significantly better; nowhere remotely close to a human, but much better nonetheless. I honestly don't know about the Civ5 AI; it was pretty sad when I played the game. Not sure if that was due to One Unit Per Tile restriction or whatever.