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AI for turn-based strategy game in style of Total war

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Making a turn-based strategy wargame set in the near future. Each nation controls cities on a world map and moves armies around the map similar to Total war. The fights are also turnbased but AI for these are under control (somewhat). How would I go about making AI for the computer players? (the player controls one empire while other empires controlled by AI make up the opponents in the world) Stuff to handle for the AI: What buildings to construct in cities (gives resource bonuses, unit production capability, defense, lower unhappiness etc) Some other city management like setting taxrate and other policies What military units to train and to what extent (various land, sea and air units are available) How to move armies around (defend or attack cities, move ships to position for launching missiles etc) What to research (unlocks stuff and gives bonuses) Some simple This looks like A LOT to handle. Some things can be fairly random without making the AI look too stupid (some research choices for example). Army movement is important to get right. Even AAA-games like total war and civilization doesnt handle all this too well so some oddities can be accepted but how would I go about getting it somewhat right? Thanks Erik

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