Empire total war battle tactics
Warhammer, the Warhammer logo, GW, Games Workshop, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Creative Assembly, The Creative Assembly logo, Total War, Shogun: Total War, Medieval: Total War, Rome: Total War, Empire: Total war, Napoleon: Total War, Viking: Battle for Asgard, Spartan: Total Warrior and the Total War logo are either registered trade marks or trade marks of The Creative Assembly Limited. SEGA and the SEGA logo are either registered trade marks or trade marks of SEGA Holdings Co., Ltd. We aim to implement systems that are extendable, in line with system design best practice. This allows our programmers to focus on implementing new features and fixing bugs, while designers can experiment with different settings and fine-tuning and balancing the AI.
EMPIRE TOTAL WAR BATTLE TACTICS CODE
We also aim to be true to the game’s sandbox nature, minimising scripted AI behaviour.ĭuring development one of the main considerations is to implement features in a way where they are highly customisable via data, rather than changing the code to adjust AI behaviour. It must be believable and should have a personality, a character. The primary consideration is to always aim to create an AI that’s fun to play against/with. KEY CONSIDERATIONS DURING CAMPAIGN AI DEVELOPMENT This is fairly uncommon even within the Turn-Based Strategy genre. If this is not handled carefully it can get incredibly messy, with 40+ or 100+ (in Warhammer) AI factions interacting with each other. The AI has to build relations and wage war just like the player does. The diplomatic gameplay between dozens of AIs is another unique aspect. If the AI makes a stupid move or takes too long to decide, it may break immersion or not be fun. This creates a unique challenge as the AI doesn’t just have to come up with fun, sensible and smart decisions (which is already difficult) but it also must do this in a very limited amount of time. The depth and the sandbox nature of the Total War Campaign game provides an extremely high number of gameplay choices with a huge number of factors affecting each decision due to the game complexity. WHAT MAKES THE TOTAL WAR CAMPAIGN AI UNIQUE? We can define these AI personalities and the parameters of the various decision-making processes via a database, which makes it easier to tweak and experiment. When comparing AI factions each has its own personality which determines how that AI opponent makes decisions in each AI system. The method of assigning a score is like how any human player would evaluate a situation for example, when deciding who to ally with in diplomacy, considering diplomatic relations and faction strength. Usually this decision is made by assigning a score to the possible options and choosing the best one (or weighted and randomly picking from the top options). This makes it more manageable and means decisions are made in a matter of milliseconds instead of minutes/hours/years. This means that instead of thinking of all decisions for each gameplay system in one mass and trying to come up with the best one, while still considering everything in the universe, it fragments the problem.
As the AI processes its turn, it goes through these systems in a specific order and makes decisions one by one. Some of these systems are heavily linked to others, such as Finance affecting both Construction, Diplomacy and other systems, while some are completely isolated, such as Technologies. For example, we have a Finance system, Construction system, Diplomacy system, Task Management system (army objectives), and the list goes on.
EMPIRE TOTAL WAR BATTLE TACTICS HOW TO
The similarities between the two aspects of AI are the need to allocate appropriate forces to deal with multiple targets, and the low-level execution of the AI figuring out how to move armies or units to achieve the best outcome.įocusing on the Campaign AI side, we can summarise it briefly as a set of AI systems, each of them being responsible for making decisions in a different game play system. The Battle AI and the Campaign AI are also completely different they are practically two different games within two different genres.
HOW DOES THE CAMPAIGN AI IN TOTAL WAR WORK?