Catwalk Wrote:Have you made any headway in teaching the AI to garrison cities from other cities
I did not make it, it was already present in the game. I even had to tone it down seriously. What I omitted till now was the defense of Outposts. At first I thought it would be a good idea, but tests showed it did not work.
Why? There is one general problem in AI we should speak about. MoM uses very slow movement (if you are not standing on a Myrror road). When a stack is selected to attack or to help to defend its own city, all other AI units are told to avoit the target... for THIS turn. Next turn, a new unit is chosen to attack / defend. And so on.
When it comes to attack, it may be not so bad. Concentrated attack is what human player fears. But you will see 6 or more stacks attacking a distant (non-human player) city and even when it is captured the others move during next 10 turns to arrive there.
The right disaster starts when this easily applies on defense (it did). In a big empire, AI sent many stacks to its distant city. When they finally arrived, the city had already a garrison on its own, but AI lost incredible amount of time. This was worse with higher difficulty because ideal garrison was much higher. I decided to put it quite low, and I stopped AI making defending decision every turn. This had major effect on AI concentration on attack, but combined with big-stacks-emerging-from-cities, you know see less defended AI cities.
But the problem is still present, if you ask me. And I don't want to stretch it to outposts (which would help early building of garrison and generally speed up the city development). Any thoughts?
Quote:There's something strange about the way AI garrisons cities. Many times units seem stuck in there and don't act on opportunities.
I can see your point but it is generally hard to create a totally new sort of AI behaviour. But I will think about it since it would make the AI defense much more interesting.