
civ’s that understand expansion, land grab, resource theft, etc.
I’d like civ’s that understand the terrain, not only use it/walk over it. To stay on topic: I’d like AI civ’s to understand the concept of attacking from several angles and -impossible wish- understand the idea of distraction attacks. This has improved, I recognize it, but when are civ’s going to stop sending you their armies from far away, creating these huge, long lines of units you can easily martyrize instead of building military buildings near your town and attacking from there?. I’d love to see or define AI civ’s that really turtle! And I don’t mean using single-layered walls, but multi-layered walls, with a lot of towers and castles and archers behind them! And civ’s that isolate territory and defend it, not only try to attack and defeat you all the time. If military units walk along a wall to find holes why can’t villagers distinguish holes in a wall or places that need a wall built in?.
Why do they concentrate on a lumber camp instead of attacking, say, a barrack?
Units differentiating between important/unimportant buildings when attacking a town. Villagers understanding they shouldn’t stand under a gate - keeping it open -after building or repairing it!!!. Villagers and units differentiating between inside and outside (of walls, for example!!). Rather than a critique, I’m starting a discussion on this topic, to know more about what can or can’t be done, or what can or can’t be expected (time/resource-wise or else). But there are still things that baffle me each time I play the game and I’d like to know why they aren’t addressed.
I can imagine it is not easy, otherwise we’d have one. I’ve always wondered what it takes to write a good AI.