Here's what I am working on
Cool stuff man. I actually stumbled upon your game on Bay12 forums while searching for some indie 4x's, looks very promising. Have you started coding the AI? Got any tips/insights?
Thanks. Yeah, I have a couple of basic AIs running, one for wizards, one for warlords and one for nomad tribes. The behavior of ancient evils is randomized at the moment (which is perhaps fitting for the weirder ones) and neutral cities don't do much other than recruit more troops if someone is waging a war of conquest near them, and conduct very basic diplomacy with major powers. Nomad tribes are pretty simple and just pick juicy targets for raiding, raid them, return with loot, replenish casualties a bit, rinse and repeat. The wizard/warlord AIs are the most complex.
I don't use decision trees, neural nets or such for the AIs. It's purely custom algorithms where it analyzes (known) world state and available assets (armies, gold, etc.), and allocates accordingly. It can plan a bit ahead, consolidating and strengthening armies in preparation for conquest, and it will reserve assets for some goals (ie building or claiming something in the future). I think that's the fastest way to get some interesting AI up and running.
Further work on the AI will focus on 1) improving the planning,2) improving the recognition of threats/opportunities, 3) adding personality to AI. I think the latter is the most important actually. I don't want to focus on making the AIs ruthless min/max'ers and backstabbers - since making an AI which can compete with a determined and power gaming human is close to impossible. So they need to be "not-dumb" and have memorable personalities.
Thanks for the assets links. I think they're really great work, and did consider them for a very long time, but I don't think they'd mesh well with the other assets I am commissioning, and they're not quite the final style I am envisioning for the map.