quote:
Originally posted by PirateRob:
I noticed that many of the AI mods don't make a lot of use of the AI State flags. Looking at some of the <name>_AI_Research.txt files, I noticed that in almost every case the order of research is the same for each state. (except 'Not Connected' which focuses on WP technologies)
Wouldnt it be possible to make a smarter AI (and a bit less predictable one too) if each state had its own AI research que? For example, in the 'Explore' state I would think the AI should research engine and supply technologies as a priority.. but in 'Defend (short term)' they should research defensive / weapon techs with more frequency. I notice that these states are available for MANY of the AI files.. but only realy used in the construction que related AI files.
Is there something I don't know about these AI states? do they work? or is it just that nobody knows how they work or what conditions apply for entering and exiting each state?
Rob
Actually, it's not what you 'dont know' about the AI states but what you have not thought through. What if it were modded to research 'infrastructure' technologies when not in conflict and 'weapons' technologies when in a conflict? It would then be MORE predictable, not less, and clever players could exploit it by choosing the AI which had been in fewer conflicts to attack for themselves, since it would almost certainly have less advanced weapons and more advanced infrastructure techs. 'Free pickings' for the exploiting player! Or conversely, you could cripple an AI by keeping it in low-level conflict and preventing it from researching things that it needs in the long term - infrastructure techs like higher levels of resource extraction. Finally, it's quite possible that an AI would expand peacably for 50 turns researching peaceful techs and then run up against a human player to find itself completely helpless. I don't think the 'AI states' are useful in terms of research at all.