Quote Originally Posted by roguebolo
Again, you're assuming that everyone agrees with you that the design is fundamentally flawed. You're saying that you have a bug and I don't because of our perceptions and opinions of the game design? Because our expectations are different?
No not at all. What I'm saying is that if the AI would have assaulted without a save/load involved, I should be able to get that assault to happen after a load. The save didn't change anything. This special reassessment makes the AI do illogical things because there is no continuity between what it was doing and what it is doing after a load.

You can say it's conditional, and we can test for it, but it isn't logical, and there's no way it makes better sense for the AI to merely harass me with the threat of a siege when the logical, and much better strategic move is for it to capture the settlement outright. The only logical reasons for dropping a siege are to relieve their own threatened outposts, or because they are hopelessly outmatched by the garrison. This is common sense.

I make no assumptions about who agrees with me, as it is immaterial here. We are talking about simple problems in military strategy which can be solved with just a small modicum of logic. There is only one best move for the AI, in each siege situation. That best move is lost quite often by a reload. I say that is a design flaw, and believe from much experience with users and bug reports, that this would show up on my desk as a bug report.

I must also point to the totally haywired Protectorate behavior and say the same thing: it isn't logical for the AI to behave this way; it is a design flaw, and many users would simply call it a bug. I could say it wasn't a bug all day long, but I'd be in there coding a fix for it, just as sure as death and taxes.