Quote Originally Posted by antisocialmunky View Post
The simpliest way of fixing that is to take Z sized set of the best options at every step so instead of a list, you generate a tree. After Y steps, you select the single path in the tree that results in the highest reward score. So once you adjust the AI to look at a set of decisions, it gets more intellegent. This is why Chess AIs take forever. They are analyzing all possible good moves.
"Everytime I click end turn, it takes hours to finish, Buhuhuhuhu!!!"

In a TW game there are even more options to consider than in chess unless you make them rather abstract in which case you'd arrive for example at the prestige ratings, which reflect a faction strength somewhat well, irf the AI sees that the enemy has twice the army prestige, maybe it should look for a reliable ally before attacking, etc. You get some kind of relatively simple tree using things that are already there.
One thing that would really help though is a "my armies are crushed maybe I should offer money for a peace deal" consideration. Wars should be relatively quick and bloody, not always the drawn out back and forth (or just a never ending forth in some cases) that they currently are because the AI hardly ever accepts or offers a peace deal. People who do like the current wars can just deny the peace deals, no problem whatsoever.