Pocus wrote:The main objectives of the AI is indeed to defend what it has and get more strategic cities. I don't see quite your point here, are you saying it is not focused enough on these tasks? That is a problem general to AIs...
As for pillaging and petty war, you can only do that if the region is not loyal to you.
This is all in the other thread, so this is repeat, sorry about that
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Somehow through all this I am not conveying my main point. And please remember, I am addressing solitaire games. PBEM can pilage to their own delightment.
And, I guess I am not seeing what everyone means by a pilaging war. If you mean pilaging every acre on the map. I do not think the game should award VP for that.
1. A scenario designer must have some mechanism that he can use to initiate a prediactable AI behavior. How does one initiate piliaging in the scenarios now.
2. The AI code line, should not contain scenario specific logic.
3. The AI code line, should be the same for both sides. (i.e. everyone can pilage, right?).
4. The AI should not concern itself with historical realism.
5. The AI should concern itself with winning the game.
6. Pilaging is a by-product of moving irregular troops, and can happen without special AI assistance.
7. Strategic cities, or villages?, can be described by the scenario designer. The AI will attempt to capture them. If irregulars are involved, pilaging will occur.
It might be better to rid ourselves of the current French VP awards and subtractions for pilaging and substitute the following rule:
If the region that contains a strategic city (or perhaps objective city) is currently marked as "pilaged", then the faction owner will not recieve full VP for that city that turn.
This same rule would also provide a "scorched earth strategy" as well. (i.e. pilaging a burning your own stuff prior to its capture.)
This way, perhaps the AI can accomplish both types of strategies, (pilaging and conquest), with the same code line and approach. The difference, would be the troops involved. Pilage defense would be in place because the AI should know to defend strategic cities.
Furthermore, a scenario could be made more interesting because a designer can now control specifically where pilaging raids should occur (at the strategic cities)... and on the way to them.
Perhaps frontier forts and smaller settlements can constitute strategic cities in these scenarios.
And the number of them can be tweaked by the designers to achieve some balance. Under the current rule, the only way to do this is to REMOVE structures from the game.
The French strategy ---> If you can't capture it, burn it!