A board conquering game with total transparency. For observation.
It is common in 4X games to feature-overload. This is an experiment to see whether a 4X game can still be interesting if it is extremely limited in the different units and actions one can take. Rules may change any minute, with the exception of these cardinal ones:
Obviously, this precludes some tactics common in 4X - exploration, surprise attacks, bluffing. The primary hypothesis I test is that it will still be tough to create an artificial player good at this.
Major issue: Cities cannot disappear AND they cannot be passed through, so it is possible to trap/station units in city circles and/or create an impenetrable barrier for the enemy. This creates an unwinnable game for the other player, since they will never be able to get past the barrier. This could be resolved by providing some way of destroying your own cities for money (like a plunder & burn strategy).
Minor issue: City radius doesn't do much. The map usually gets filled up anyway, so there is no point to the whole concept. Instead, to reflect city growth, city center revenue might grow over time.
Units should be able to move through friendly cities. Trouble is, this will mess up the balance of power, since defense will get much easier and some strategy elements of city control will get lost. Two hack-y options: either allow free travel through a city (emerging on the other side - two steps instead of one) (there are never two cities directly next to each other), or make units in cities defenseless. First option sounds like it has better strategy possibilities.
A torus map might be better from a gameplay perspective, but maybe the borders provide an advantage - at the very least they allow for greater separation given a map size.
The AI's biggest success is following the rules and using most available actions somehow. It mostly wanders around randomly. Two major obstacles have already presented themselves: difficult pathfinding and difficult city planning.
Pathfinding will get easier with solving city transport, but units still lack a sense of direction. They don't know whether they should capture, defend, exterminate, or what. Try an emergent solution with units deciding on targets (nearby opponent cities, free spots, or enemy units). Targets are created at unit creation and are considered when picking new targets.
Structures should be generalised to objects. Actions should be provided in a more logical interface, perhaps through packages, so that the AI would only send in move attempts (and thus couldn't break the rules).
City defense is much easier, as is city regaining. Poorly placed cities are less valuable. Torus idea still interesting.
Bug: Now that tiles can get tied, it is possible to get many cities next to each other, and the move system doesn't work with it properly (jumping 4 tiles with 2 cities).
Graphics: Movement would be better without a pop-up window. Same for buying units. Also need a win/lose screen.
I solved the problem of pathfinding: the AI picks targets and moves towards them. When reaching the target, the unit will found a city, unless there is an enemy unit nearby, in which case it will kill it. This has the advantage of using most units in a meaningful way. With the current system, the AI crushes me with a 2-to-1 city starting advantage, but I crush it on 1-to-1. On a bigger board, though, the AI's poor city planning loses it a lot of its advantage.
Troubles with targets:
Visuals are much more pleasant and useful. I took a non-textual approach on the board and like it so far, but need to integrate everything to it. Code quality isn't too good, most things are misplaced.