Archived from groups: alt.games.civ3 (
More info?)
On 2 Jun 2005 13:45:44 -0700, joncnunn@yahoo.com wrote:
>The AI considers each unit orders seperately.This defines the AI at war
>routine
>
>For each unit, for every tile moved until out of movement points.
>
>1. If while traveling it stumbles upon an empty city, take it. This
>includes declaring war to do so.
>
>2. If wounded [even 1 HP] head home.
>
>3 A. If offensive, head to weakest defended enemy city on the same land
>mass, best speed. If multiple cities have the same exact defense, then
>head to the closer one.
>
>3 B. The defensive units try to end movement paired with an offensive
>one when it's not staying in a city.
>
>4. Head to closest barb unit on the same land mass, best speed.
>
>5. Otherwise, if on rail, explore the entire rail network it's on.
>[Only rail inside the cultural boundary of a civ it doesn't have an RoP
>with skiped.]
>
>6. Otherwise explore the border region. This may infact be the same
>routine as above, only the min 1/3rd MP each brings it to a much faster
>halt.
This doesn't explain a lot of other tactics the AI uses. For instance
they will send weaker units to disrupt luxury and resources.
If they are severely losing on a city attempt they will start blowing
out terrain or even send troops off to another mission.
They prefer to land on high defensive land square as a opposed to the
quickest route. For instance they will most likely move in through
the mountains or jungle.
Faster units might skip turns to protect a stack.
If something is in the AI's way they often stop altogether.
Sometimes they won't even pick up again on the next turn. Workers on
the other hand will keep on going with their task even your terrain
expands onto the square.
A stack of weakly defended workers is preferred over a city attack.
This can even start a war. Often times the workers are disbanded once
captured.