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* The little creatures for which the game is named seem to be completely blind to the hazards around them. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill in ''VideoGame/Pikmin2'' (it was nerfed in the third so it only stuns Pikmin, but that's still an inconvenience when many enemies roam around).
* The enemies have a bit of this as well. A Firey Blowhog just keeps on breathing fire on an idle, heat-resistant red Pikmin.

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* The little creatures for which the game is named seem to be completely blind to the hazards around them. While this has improved with each game, going from, say, ''VideoGame/Pikmin4'' to ''VideoGame/Pikmin2'' will have the player marvel at the lack of self-preservation. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill in ''VideoGame/Pikmin2'' (it was nerfed in the third latter entries so it only stuns Pikmin, but that's still an inconvenience when many enemies roam around).
* The enemies have a bit of this as well. A Firey Blowhog Blowhogs will just keeps on breathing fire or ice on an idle, heat-resistant red Pikmin.Pikmin who resist those elements, never catching on that what it's doing is futile.

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Not all non-European cultures were ignorant of glorious European technology. Especially when that technology actually came from China.


*** The expansion ''Fall of the Samurai'' has absolutely no idea what to do about artillery. It will march blindly into the face of cannons without much thought. This is mostly due to the AI being almost identical to the base Shogun 2 AI, which pretty much never needed to worry about long-range shelling.
*** Also something of a bit of FridgeBrilliance, since you're bringing contemporary weapons into a far less technologically advanced culture. They legitimately have no idea what to do about it or what to expect.

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*** The expansion ''Fall of the Samurai'' has absolutely no idea what to do about artillery. It will march blindly into the face of cannons without much thought. This is mostly due to the AI being almost identical to the base Shogun 2 AI, which pretty much never needed to worry about long-range shelling.
*** Also something
shelling.[[note]]Despite what some have claimed, this isn't a case of a bit of FridgeBrilliance, since you're bringing contemporary FridgeBrilliance where the game simulates unfamiliarity with foreign weapons, intentional or otherwise. Total War Shogun 2 was set in 1540; gunpowder weapons into a far less technologically advanced culture. They legitimately have no idea what to do about it or what to expect.(including cannons) had been used in Japan for nearly three centuries.[[/note]]
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How many years and revisions has that typo endured without anyone bothering to fix it?


** On the first skirmish-mode map ("Abandon All Hope"), the AI just doesn't seem to understand such things as "putting troops on the island in the middle will let them fire rocket launchers straight at the enemy command centre". And in ''any'' map, they don't get their turrets to fire at different targets, so an ethereal Necron wraith or a rally tough unit can soak up fire while everyone else blows up the turret.

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** On the first skirmish-mode map ("Abandon All Hope"), the AI just doesn't seem to understand such things as "putting troops on the island in the middle will let them fire rocket launchers straight at the enemy command centre". And in ''any'' map, they don't get their turrets to fire at different targets, so an ethereal Necron wraith or a rally really tough unit can soak up fire while everyone else blows up the turret.
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** In the first game, the AI will never move a unit off a city if one of your Infantry is within 3 spaces. In theory this is supposed to help defend their properties, but in practice these units freeze completely, ''not even ATTACKING'', even if they're an indirect unit that could fire on that Infantry, or if they're an Md Tank and an adjacent Infantry is capturing their HQ.
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** Enemies in some of the games are assigned one of 7 AI behaviors, with those produced during a map being given one at random with different unit types being weighted towards certain ones. These range from "protect own HQ" to "escort transports" to "attack anything nearby". The problem is units can sometimes spawn with the "escort transports" AI ''on maps where the computer has no transports'', causing them to freeze up and block their bases.
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* In ''VisualNovel/{{Sunrider}} 4: The Captain's Return'', the enemy AI generally prioritizes shooting down incoming missiles and torpedoes. However, enemy units will sometimes fly straight through swarms of your missiles to get at a more tempting target just beyond them. Nine times out of ten, they will not survive this.
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* In ''VideoGame/SymphonyOfWar'', AI squads composed almost entirely of cavalry or melee infantry will sometimes waste a turn inflicting minimal damage from long range with its single archer unit.

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*** The plethora of artificial stupidity in this game (and in the series in general) not only applies to an AI-controlled army, but to your own units' AI, when they have to maneuver around some unconventional terrain. The worst side of this usually occurs during sieges. Properly getting units to climb a wall sometimes ends up being a nightmare, even worse is trying to get them back down. The main problem is usually that a unit isn't going to get into a formation properly until ALL members of the unit have caught up. If you move a unit towards the city center but a few guys in the unit are somehow way behind and still running to catch up with the rest, it can take forever. Turned UpToEleven when it's a phalanx unit; "sir, we can't move into phalanx mode, one of our guys isn't nearby!" Facepalming ensues.

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*** The plethora of artificial stupidity in this game (and in the series in general) not only applies to an AI-controlled army, but to your own units' AI, when they have to maneuver around some unconventional terrain. The worst side of this usually occurs during sieges. Properly getting units to climb a wall sometimes ends up being a nightmare, even worse is trying to get them back down. The main problem is usually that a unit isn't going to get into a formation properly until ALL ''all'' members of the unit have caught up. If you move a unit towards the city center but a few guys in the unit are somehow way behind and still running to catch up with the rest, it can take forever. Turned UpToEleven when And if it's a phalanx unit; "sir, we can't move into phalanx mode, one of our guys isn't nearby!" Facepalming ensues.nearby!"



*** The campaign map AI is similarly problematic. In the original RTW it was prone to declaring war on the player even when in a much weaker position, and completely refusing all and any offers of peace even as it was being beaten black and blue. Sometimes it even declared war by using a vastly inferior force to attack a large army of yours. The incidence of this happening was decreased by later patches, but it still happens. It is also possible for enemy factions to ask you to become trading partners and declare war to you during the same turn.

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*** The campaign map AI is similarly problematic. In the original RTW it was prone to declaring war on the player even when in a much weaker position, and completely refusing all and any offers of peace even as it was being beaten black and blue. Sometimes it even declared war by using a vastly inferior force to attack a large army of yours. The incidence of this happening was decreased by later patches, but it still happens. It is also possible for enemy factions to ask you to become trading partners and declare war to on you during the same turn.
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* The enemies in ''VideoGame/FutureTacticsTheUprising'' have at best only rudimentary pathfinding AI when it comes to getting into a position to hit their targets. It's very easy to trap them by making slopes that they can't climb up (they'll just sort of wiggle at it and then end their turn), by leaving yourself partially visible behind targets (they'll just shoot the obstacle thinking they have a clear shot), or by letting them meander over their own landmines (you don't even have to do anything: they'll derp straight over them long before you get anywhere near them).
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Removing flamebait.


*** Sticking a couple phalanxes (pike walls that are virtually invincible from the front to non-phalanx units) at the edge of a bridge will result in the AI suicide-charging them. The battle AI also doesn't see a need to protect its flanks and is usually unfazed by the player taking his cavalry around the AI's back. Before Medieval II, enemy generals also enjoyed suicide-charging ahead of their armies. The AI logic must have been something like, 'I want a strong unit to charge. The general is the strongest unit. Therefore the general must charge.' WhatAnIdiot.

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*** Sticking a couple phalanxes (pike walls that are virtually invincible from the front to non-phalanx units) at the edge of a bridge will result in the AI suicide-charging them. The battle AI also doesn't see a need to protect its flanks and is usually unfazed by the player taking his cavalry around the AI's back. Before Medieval II, enemy generals also enjoyed suicide-charging ahead of their armies. The AI logic must have been something like, 'I want a strong unit to charge. The general is the strongest unit. Therefore the general must charge.' WhatAnIdiot.
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Some tweaks


* In ''Pikmin'', the little creatures for which the game is named seem to be completely blind to the hazards around them. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill.

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* In ''Pikmin'', the The little creatures for which the game is named seem to be completely blind to the hazards around them. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill.insta-kill in ''VideoGame/Pikmin2'' (it was nerfed in the third so it only stuns Pikmin, but that's still an inconvenience when many enemies roam around).



* The ''VideoGame/{{Pikmin}}'' series in general has a bit of an issue with Pikmin trying to path through walls, but there's a particularly outstanding example in the third game. In one area, there are several clipboards lying around with fruit (which the playable characters must harvest to survive) lying underneath. The player has to use Flying Pikmin to lift them up and get to the fruit underneath. Unfortunately, nine times out of ten, the Flying Pikmin will end up trapping themselves behind the raised clipboard, become unable to escape, and invariably die at sunset.

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* The ''VideoGame/{{Pikmin}}'' series in general has a bit of an issue with Pikmin trying to path through walls, but there's a particularly outstanding example in the third game.''VideoGame/Pikmin3''. In one area, there are several clipboards lying around with fruit (which the playable characters must harvest to survive) lying underneath. The player has to use Flying Pikmin to lift them up and get to the fruit underneath. Unfortunately, nine times out of ten, the Flying Pikmin will end up trapping themselves behind the raised clipboard, become unable to escape, and invariably die at sunset.
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* In ''VideoGame/SupremeCommander'', since the game has [[EasyLogistics infinite resources]], if you heavily fortify your base, the enemy will attack again and again until they are defeated, potentially losing tens of thousands of units--which you can then turn into resources. This is especially notable in some of the campaign missions, where the enemy would repeatedly attack with the same force, even though your base had gone from a tiny outpost to a huge, heavily shielded and fortified behemoth.

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* In ''VideoGame/SupremeCommander'', since the game has [[EasyLogistics infinite resources]], if you heavily fortify your base, the enemy will attack again and again until they are defeated, potentially losing tens of thousands of units--which units — which you can then turn into resources. This is especially notable in some of the campaign missions, where the enemy would repeatedly attack with the same force, even though your base had gone from a tiny outpost to a huge, heavily shielded and fortified behemoth.



** The AI doesn't do well with mods that alter the resource system. Two of those are bundled with ''Forged Alliance'': One where resource output is vastly increased (so you only need a few mass extractors and power plants) and one where only the ACU produces resources (but more than usual). They can also be combined. The AI ''still'' builds mass extractors all over the map and thereby wastes productive capacity. It also doesn't occur to it to just build a metric crapload of Experimentals ... like you do right now.

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** The AI doesn't do well with mods that alter the resource system. Two of those are bundled with ''Forged Alliance'': One where resource output is vastly increased (so you only need a few mass extractors and power plants) and one where only the ACU produces resources (but more than usual). They can also be combined. The AI ''still'' builds mass extractors all over the map and thereby wastes productive capacity. It also doesn't occur to it to just build a metric crapload of Experimentals ... Experimentals… like you do right now.



** The "River Styx" map is the height of bad AI programming: the players start in a small island with few resources and have to move to the bigger island as soon as possible. But for some reason, AI players just refuse to leave the island. More often than not they also refuse to hunt boars, which are the ''only'' food source in the map, unless you build farms... which require you to advance to the Classical age, and you need 400 food units for that, so yeah...

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** The "River Styx" map is the height of bad AI programming: the players start in a small island with few resources and have to move to the bigger island as soon as possible. But for some reason, AI players just refuse to leave the island. More often than not they also refuse to hunt boars, which are the ''only'' food source in the map, unless you build farms... farms… which require you to advance to the Classical age, and you need 400 food units for that, so yeah...yeah…



** An extremely annoying one as it affects your units and not the AI: When attacked in melee, squads will repond in melee (done deliberately, so as to counter heavy ranged units). However, telling a ranged unit to attack a unit that's been knocked down (as opposed to attack-moving to a point near them) will also cause them to attack in melee. Even in the grim darkness of the far future, KickThemWhileTheyreDown is evidently the most blasphemous of heresies.
** Most if not all the factions have a marked tendency to build their bases in a way that leaves their vehicles trapped behind their own buildings, most noticeably with the Imperial Guard ending up with three tanks costing more than half their cap sitting idle while their men get torn to bits (perhaps general [[http://wh40k.lexicanum.com/wiki/Chenkov Chenkov]] is in charge?). It does, however, make ''attacking'' their base more annoying, since their tanks qualify as medium-range artillery, and parked where you can't get at them...
** The "Assassination" mode has every player start out with their HeroUnit, the catch being that they all become a KeystoneArmy. To its credit, the AI will usually attach it to a squad as soon as it's available. To its detriment, the AI attaches it to the ''weakest'' squad... and then doesn't switch out.

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** An extremely annoying one as it affects your units and not the AI: When attacked in melee, squads will repond in melee (done deliberately, so as to counter heavy ranged units). However, telling a ranged unit to attack a unit that's been knocked down (as opposed to attack-moving to a point near them) will also cause them to attack in melee. Even in the grim darkness of the far future, KickThemWhileTheyreDown KickThemWhileTheyAreDown is evidently the most blasphemous of heresies.
** Most if not all the factions have a marked tendency to build their bases in a way that leaves their vehicles trapped behind their own buildings, most noticeably with the Imperial Guard ending up with three tanks costing more than half their cap sitting idle while their men get torn to bits (perhaps general [[http://wh40k.lexicanum.com/wiki/Chenkov Chenkov]] is in charge?). It does, however, make ''attacking'' their base more annoying, since their tanks qualify as medium-range artillery, and parked where you can't get at them...
them…
** The "Assassination" mode has every player start out with their HeroUnit, the catch being that they all become a KeystoneArmy. To its credit, the AI will usually attach it to a squad as soon as it's available. To its detriment, the AI attaches it to the ''weakest'' squad... squad… and then doesn't switch out.



** Stairwells and narrow passages: small units generally didn't have much trouble, but ordering - say - a group of Dragoons up an elevated area ''always'' resulted in a few making it through, a few behind those staying in the way, and all the others deciding the passage was blocked and cheerfully going back and taking the ''ridiculously long'', and quite possibly enemy-infested, route along the whole elevated area.

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** Stairwells and narrow passages: small units generally didn't have much trouble, but ordering - say - a group of Dragoons up an elevated area ''always'' resulted in a few making it through, a few behind those staying in the way, and all the others deciding the passage was blocked and cheerfully going back and taking the ''ridiculously long'', and quite possibly enemy-infested, route along the whole elevated area.
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** The original ''[[VideoGame/XCOMUFODefense X-COM]]'' and its sequel, ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'', were turn-based, so it was only natural that your troops would just watch while the aliens shot at them (if the aliens were shooting, it probably wasn't your turn). Characters did have a "Reaction" stat, which gave them a chance to shoot if an enemy moved in their line of sight when it wasn't their turn, but humans Reaction score tended to start so low that shooting 1 in every 4 times they see an alien is akin to lightning reflexes. They ''did'', however, have the problem with characters — on either side — not taking the blast radius of their weapons into account when shooting. [[note]]This is forgivable in the sense that there is an inherent trade-off between "responding quickly" and "responding rationally".[[/note]] You never gave a rocket launcher to someone with a high Reaction score, or snuck up on an alien with a heavy weapon (aliens, in general, having ''much'' higher Reaction scores than humans).

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** The original ''[[VideoGame/XCOMUFODefense X-COM]]'' and its sequel, ''[[VideoGame/XCOMTerrorFromTheDeep Terror from the Deep]]'', were turn-based, so it was only natural that your troops would just watch while the aliens shot at them (if the aliens were shooting, it probably wasn't your turn). Characters did have a "Reaction" stat, which gave them a chance to shoot if an enemy moved in their line of sight when it wasn't their turn, but humans humans' Reaction score tended to start so low that shooting 1 in every 4 times they see an alien is akin to lightning reflexes. They ''did'', however, have the problem with characters — on either side — not taking the blast radius of their weapons into account when shooting. [[note]]This is forgivable in the sense that there is an inherent trade-off between "responding quickly" and "responding rationally".[[/note]] You never gave a rocket launcher to someone with a high Reaction score, or snuck up on an alien with a heavy weapon (aliens, in general, having ''much'' higher Reaction scores than humans).



* Xcom troopers are little better, taking reaction shots even if a friendly is in/near the line of fire.

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* Xcom XXOM troopers are little better, taking reaction shots even if a friendly is in/near the line of fire.



** Sectoids tend to favor using their psychic powers, even when using their pistol would be far more advantageous to them and they are flanking an enemy. In particular since two of their powers don't have any direct effect until their next turn — raising a dead unit as a zombie, the zombie can't act on the turn it's raised, while mind-controlled units similarly can't act until the next enemy turn, this can be a waste of an opportunity. Both actions also end the sectoid's turn, and their effects end if it is killed. The third power induces panic in a unit, but panicked units are liable to just immediately turn around and ''shoot the sectoid''.
** Sectopods don't bother walking around obstacles in their path... they just stomp through. No matter what that obstacle might be. And some obstacles in the game do Bad Things when damaged. It's not uncommon to suddenly see a message during the alien turn that a Sectopod somewhere on the map which hasn't been uncovered yet has stepped into a chemical tank and is now getting its armor melted off by HollywoodAcid.
*** Most of the time, this is merely amusing... though it would still qualify as an InUniverse example of Artificial Stupidity, considering that the Sectopod is usually only destroying the aliens' facilities and ''spaceships''.

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** Sectoids tend to favor using their psychic powers, even when using their pistol would be far more advantageous to them and they are flanking an enemy. In particular particular, since two of their powers don't have any direct effect until their next turn — raising a dead unit as a zombie, the zombie can't act on the turn it's raised, while mind-controlled units similarly can't act until the next enemy turn, this can be a waste of an opportunity. Both actions also end the sectoid's turn, and their effects end if it is killed. The third power induces panic in a unit, but panicked units are liable to just immediately turn around and ''shoot the sectoid''.
** Sectopods don't bother walking around obstacles in their path... path… they just stomp through. No matter what that obstacle might be. And some obstacles in the game do Bad Things when damaged. It's not uncommon to suddenly see a message during the alien turn that a Sectopod somewhere on the map which hasn't been uncovered yet has stepped into a chemical tank and is now getting its armor melted off by HollywoodAcid.
*** Most of the time, this is merely amusing... amusing… though it would still qualify as an InUniverse example of Artificial Stupidity, considering that the Sectopod is usually only destroying the aliens' facilities and ''spaceships''.



** In ''XCOM 2'', weapons fire can destroy cover and even the upper floors of buildings. Normally, this isn't an example of Artificial Stupidity... but it probably counts when the destroyed objects is one which is both important to the unit and important to it. Usually, this is the unit's own cover (which it should generally shoot around, rather than through), but occasionally you'll have a soldier shoot through ''[[https://youtu.be/egwJkInmeRw?t=43s the floor they are standing on]]''.

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** In ''XCOM 2'', weapons fire can destroy cover and even the upper floors of buildings. Normally, this isn't an example of Artificial Stupidity... Stupidity… but it probably counts when the destroyed objects object is one which is both important to the unit and important to it. Usually, this is the unit's own cover (which it should generally shoot around, rather than through), but occasionally you'll have a soldier shoot through ''[[https://youtu.be/egwJkInmeRw?t=43s the floor they are standing on]]''.
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** Infamously, the devs forgot to program the AI to unload copter units from cruisers. Yes, the AI ''doesn't know how to unload a copter from a cruiser'' -- once it lands on on that boat, it is stuck on that boat forever.
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* ''Dominant Species'' has a few pathfinding glitches, but the main fault is that your units try going through your other units but are blocked and can't find a way around them.

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* On the first skirmish-mode map in ''VideoGame/DawnOfWar: Dark Crusade'' (called something like "Abandon All Hope"). The AI just doesn't seem to understand such things as "putting troops on the island in the middle will let them fire rocket launchers straight at the enemy command centre". And in ''any'' map, they don't get their turrets to fire at different targets, so an ethereal Necron wraith or a rally tough unit can soak up fire while everyone else blows up the turret.

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* On the first skirmish-mode map in ''VideoGame/DawnOfWar: Dark Crusade'' (called something like "Abandon Crusade'':
** On the first skirmish-mode map ("Abandon
All Hope"). The Hope"), the AI just doesn't seem to understand such things as "putting troops on the island in the middle will let them fire rocket launchers straight at the enemy command centre". And in ''any'' map, they don't get their turrets to fire at different targets, so an ethereal Necron wraith or a rally tough unit can soak up fire while everyone else blows up the turret.



** Most if not all the factions have a marked tendency to build their bases in a way that leaves their vehicles trapped behind their own buildings, most noticeably with the Imperial Guard ending up with three tanks costing more than half their cap sitting idle while their men get torn to bits (perhaps general [[http://wh40k.lexicanum.com/wiki/Chenkov Chenkov]] is in charge...). It does, however, make ''attacking'' their base more annoying, since their tanks qualify as medium-range artillery, and parked where you can't get at them...

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** Most if not all the factions have a marked tendency to build their bases in a way that leaves their vehicles trapped behind their own buildings, most noticeably with the Imperial Guard ending up with three tanks costing more than half their cap sitting idle while their men get torn to bits (perhaps general [[http://wh40k.lexicanum.com/wiki/Chenkov Chenkov]] is in charge...).charge?). It does, however, make ''attacking'' their base more annoying, since their tanks qualify as medium-range artillery, and parked where you can't get at them...


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** The most infuriating one is by far the pathfinding: Targeting a squad with ranged units will cause the attacking squad to move towards the center of the target, even if said target is spread out over half the map, meaning you'll often lose half your units because they can't be bothered to just just the enemies that are in range. Individual units in squads will often also stop moving or firing completely until their squadmates are nearby (such as everyone getting blown away by an artillery strike), letting themselves get killed without fighting back or fleeing.
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*** The target priority system causes A.I. controlled units to pause a few seconds when a "high-value" target moves into range. While the dumb computer-controlled unit(s) stands their doing nothing, you can beat them into mulch. This can be demonstrated by moving a [[SquishyWizard Death Knight/Mage]] into range of attacking units, causing them to pause their activities to gawk at the wizard. Move out of range and they pause to gawk at the unit that now has the highest priority.

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*** The target priority system causes A.I. controlled units to pause a few seconds when a "high-value" target moves into range. While the dumb computer-controlled unit(s) stands their there doing nothing, you can beat them into mulch. This can be demonstrated by moving a [[SquishyWizard Death Knight/Mage]] into range of attacking units, causing them to pause their activities to gawk at the wizard. Move out of range and they pause to gawk at the unit that now has the highest priority.
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* ''VideoGame/Worms'': [[https://www.youtube.com/watch?v=nKkS_ADiA3c This video]] shows the hilariously suicidal tendencies of the AI.

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* ''VideoGame/Worms'': ''VideoGame/{{Worms}}'': [[https://www.youtube.com/watch?v=nKkS_ADiA3c This video]] shows the hilariously suicidal tendencies of the AI.
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* [https://www.youtube.com/watch?v=nKkS_ADiA3c This video ] shows the hilariously suicidal tendencies of the AI in in ''VideoGame/Worms''.

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* [https://www.''VideoGame/Worms'': [[https://www.youtube.com/watch?v=nKkS_ADiA3c This video ] video]] shows the hilariously suicidal tendencies of the AI in in ''VideoGame/Worms''.AI.
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* [This video https://www.youtube.com/watch?v=nKkS_ADiA3c] in ''VideoGame/WormsArmageddon'' shows the hilariously suicidal tendencies of the AI.

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* [This video https://www.[https://www.youtube.com/watch?v=nKkS_ADiA3c] in ''VideoGame/WormsArmageddon'' com/watch?v=nKkS_ADiA3c This video ] shows the hilariously suicidal tendencies of the AI.AI in in ''VideoGame/Worms''.
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* [This video https://www.youtube.com/watch?v=nKkS_ADiA3c] in ''VideoGame/WormsArmageddon'' shows the hilariously suicidal tendencies of the AI.
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Fixing redlink due to wrong namespace.


* ''YuGiOhDungeonDiceMonsters'' has such horrible AI that it is barely able to ''function.''

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* ''YuGiOhDungeonDiceMonsters'' ''VideoGame/YuGiOhDungeonDiceMonsters'' has such horrible AI that it is barely able to ''function.''
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Adding Lord Monarch

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* In ''VideoGame/LordMonarch'', every opposing kingdoms aims to expand their territory by removing barricades and repairing bridges, but can't build barricades and bridges, which you only can. They can't decide when its safe to remove barricades as monsters behind it may destroy most houses and soldiers in their paths. They pretty much [[HoldTheLine holding the line]] against you, who must conquer the map in [[TimedMission set amount of days]].
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* In ''VideoGame/FrontMission 3'''s AI always goes after whichever unit you put down first on the map; you can leave your first placed unit at the start point and venture out with your other three, and the AI will go crazy trying to kill your first unit. Oops.

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* In ''VideoGame/FrontMission 3'''s ''VideoGame/FrontMission3'''s AI always goes after whichever unit you put down first on the map; you can leave your first placed unit at the start point and venture out with your other three, and the AI will go crazy trying to kill your first unit. Oops.

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I'm moving the Civilization examples to their own page; it's getting really long. Also moving Pikmin above XCOM so they're alphabetical.


* ArtificialStupidity/{{Civilization}}




[[AC:''VideoGame/{{Pikmin}}'']]
* In ''Pikmin'', the little creatures for which the game is named seem to be completely blind to the hazards around them. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill.
* The enemies have a bit of this as well. A Firey Blowhog just keeps on breathing fire on an idle, heat-resistant red Pikmin.
* The ''VideoGame/{{Pikmin}}'' series in general has a bit of an issue with Pikmin trying to path through walls, but there's a particularly outstanding example in the third game. In one area, there are several clipboards lying around with fruit (which the playable characters must harvest to survive) lying underneath. The player has to use Flying Pikmin to lift them up and get to the fruit underneath. Unfortunately, nine times out of ten, the Flying Pikmin will end up trapping themselves behind the raised clipboard, become unable to escape, and invariably die at sunset.



[[AC:''VideoGame/{{Pikmin}}'']]
* In ''Pikmin'', the little creatures for which the game is named seem to be completely blind to the hazards around them. Whistle to your blue Pikmin, summoning them across water? Any reds that are too close will happily march straight across the water with them. Red Pikmin can't swim. Take a few Pikmin that you thought were all electricity-immune yellows to destroy some electric hazards, set them on the electricity, and oops. Apparently a white or two was in there as well. Too bad electricity's an insta-kill.
* The enemies have a bit of this as well. A Firey Blowhog just keeps on breathing fire on an idle, heat-resistant red Pikmin.
* The ''VideoGame/{{Pikmin}}'' series in general has a bit of an issue with Pikmin trying to path through walls, but there's a particularly outstanding example in the third game. In one area, there are several clipboards lying around with fruit (which the playable characters must harvest to survive) lying underneath. The player has to use Flying Pikmin to lift them up and get to the fruit underneath. Unfortunately, nine times out of ten, the Flying Pikmin will end up trapping themselves behind the raised clipboard, become unable to escape, and invariably die at sunset.

[[AC:''VideoGame/{{Civilization}}'']]

Dear Lord, ''Civilization''. This series has suffered from a great deal of this since its inception. It's gotten a lot better, but the AI leaders often make astoundingly poor decisions.
* For instance, [[NukeEm nuclear strikes]] against a fortified opponent or picking fights with someone with vastly superior technology.
* Refusing free money if they hate you enough. ("We would rather eat dung than accept your offer!")
* The AI also doesn't know how to properly build up cities, instead relying on built-into-the-AI bonuses. While ''you'' wasted your time building up your economy, the AI is just ''blessed'' with an economy and can focus on military build-up. (You're probably going to have a ''technological'' edge, but see further down the page for answers to ''that'' issue...)
* The AI was usually a pretty bad judge of their inherent value. The ability to exchange cities via diplomacy (added in ''Civ 3'') could be exploited to great effect, either to bleed an opponent dry simply by taking the same city over and over again, selling it back each time for massive profit, or merely as a way to dump a crappy city that is doing you more harm than good. In either case, the computer is more than way too happy to take it off your hands. A patch mostly removed this, so that AIs wouldn't include cities in trades any more, although they will include cities in peace treaties, and are still fine with you just giving them a city.
** The AI also often give away every single city except one (their capital, or a random city) if they are losing in a war, as part of the peace agreement. If you are in a war against 3 opponents and they all surrender at the same time, be prepared for unhappiness.
** In the ''Civ 3'' Napoleonic Wars scenario, it is possible to win on the very first turn, even on the hardest difficulty. As Britain or France, you can convince every independent AI to give you all of their cities save one each, in exchange for defensive pacts. Upon hitting the spacebar, you then win a domination victory.
* Another bit of stupidity in ''III'': The AI only cares who declared war, ''not'' what caused war. So if you provoked your neighbor civ into declaring war by repeatedly trespassing on their land and spying on them, ''the other civ will be seen as the aggressor'' and you will suffer no diplomatic penalty. This allows for some delicious {{Wounded Gazelle Gambit}}s: get a Mutual Defense Pact with the neighbor (let's say Greece) of the civ you want to fight (let's say it's Rome); trespass on Rome's land and make the Romans extremely insulting offers until they get Furious at you; run ''one'' espionage mission, which leads Rome to declare war on you; and then merrily invade as your ally Greece declares war on Rome too (because technically, ''Rome'' attacked ''you'', not the other way around) and now the Romans are fighting a two-front war. Ta-ta, Caesar!
* Adopting "Fascism" in ''III'' will knock a few population points off every medium or large city, as a rather chilling abstraction of your government killing "undesirables". The computer is programmed to value Fascism very highly as a war government and if possible will almost always adopt it at the first sign of conflict. This leads to the AI literally genociding themselves into irrelevancy as they constantly swap in and out of Fascism during the inevitably politically turbulent Industrial Age.
* ''Beyond the Sword'' expansion pack of ''IV'' adds diplomatic features that the AI players tend to use extremely badly. For example, they will gladly cast their Apostolic Palace votes in favor of ending wars — even if they declared those wars themselves and had vastly superior armies.
* In ''Civ V'', the AI seems all too happy to repeatedly insult someone who A) is decades, if not centuries, more advanced than they are, and B) has already conquered several other civilizations. Then, they act surprised when they're next.
** Also from ''V'', there is already one report of an AI (specifically, Oda Nobunaga) sending their entire army against a city-state only for it to be routed by the city. This is made much more annoying for the guy who witnessed it because said AI was their teammate.
** Nothing tops ''Civilization V''[='=]s Worker units. When automated, they do whatever makes sense to them — for instance, if (say) Townsville is at zero growth, meaning it has exactly as much food as it needs to sustain its population, and it accomplished that by putting farms on some hillsides... the Workers will go on ahead and turn those hills into mines, resulting in instant death-by-starvation in the city. And if you tell them not to, well, you're bound to Automate them again, at which point they'll return to that hill and ''mine'' it, by golly! — because you may be the ruler of an empire, but only ''Workers'' know what a city ''actually'' needs! Thankfully, The "Workers leave pre-existing improvements" option from ''Civilization IV'' has been patched back in.[[note]]This behaviour is actually a carry-over from ''III''. "Automated" workers in it will mine every square within the city radius, even if the city has more than enough Production to suit its needs and is in desperate need of more food for growth. This shows itself in spades when the player reveals enemy civilisation layouts (usually by trading maps) — Their cities are tiny, mine-riddled towns while the player has economic powerhouse megacities assuming the player has manually directed the Worker units. [[TheComputerIsACheatingBastard Without the extremely unbalanced AI-to-AI trading, they'd be decades behind in technology too.]][[/note]]
*** Workers will not only remove usual improvements, but also occasionally remove incredibly expensive "great tile improvements" that take dozens of turns to have a go at building — only to replace them with a farm or a mine.
*** Citizens (for those who are a fan of even more minute micromanagement... and raging at the inefficiencies) seem to value ''any'' tile yield equally, and maximize based on quantity not quality of yields. This means that while Gold is typically considered the lowest-value early game resource, Citizens would prefer to work a luxury resource tile with three gold, one production, and one food over a typical improvement's two production, two food tile (which would clearly help growth more). \\
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This behavior bleeds through to Worker AI, most clearly seen by their love of ''Trading Posts''. During Golden Ages, which give an extra Gold from all yields, Trading Posts jump to a three gold improvement in the late game while farms and mine typically give two food or production respectively. This means that automated workers will gleefully build Trading Posts on ''every freaking tile''. Without some of the AI's Special bonuses on the higher difficulties, expect them to be weak, bankrupt (as there aren't even enough citizens to work their Trading Posts that are built from the second new cities are established) and technologically backwards past the 250 turn mark.
*** The town border expansion by culture is also suboptimal. It will sometimes ignore valuable luxury resources in favor of tiles with the same cost and only initially better output in resources, such as water tiles. This is somewhat deliberate as it means the settling patterns or the civ's people is slightly at odds with the prosperity of the civ as a whole, and "gold" can be used to claim tiles.
*** Workers are smart enough to run to your cities when land-based barbarians show up, but due to embarkation allowing them to cross oceans to work on the other cities in your empire, they'll go right ahead and embark into barbarian-infested waters. Also, [=AI=] civs you are at war with will occasionally charge at you with workers; this effect has been lessened with patches, but there are still opportunities to grab unprotected workers here and there.
** Many reviews of ''V'' have commented that the AI is quite poor at strategically placing its military units. Apparently the game's own AI hates the new stacking rules.
** Related to that, the AI seems to suffer from the calculation of relative military strengths not taking concentration of force into account. One civilization could have a greater total amount of military strength on its side by way of having lots of low-tech units, while another side has less total military strength, but what strength it does have is centralized in a small number of higher tech units. This leads the AI leading the more primitive civilization into war with the more advanced one where their larger army will get picked apart piece by piece by the much smaller, better equipped, force. Your Military Advisor calculates by the same means, urging you to make peace while you are wiping the floor with such an enemy. This problem also make Domination victories an exercise in frustration when you have AI teammates because it means that they regularly make peace with a side you're about to finish off (or at least get good surrender terms with) without even consulting you and thus forcing you to honor a peace treaty that you got nothing out of.
*** The AI also fails at realizing that indirect combat units cannot capture towns, bringing little or no direct combat units to lay siege to a town. Pick off the direct combat units and you can decimate the rest with the town defense and a ranged unit stationed in it.
*** Finally, both the AI and military fail to take into account productive capacity--i.e., the ability to ''build'' units--and most especially, build a large number of units quickly. This capacity can be even more important than the number of units at the outbreak of war (real life history: UsefulNotes/WorldWarII, USA and USSR). ''Civilization VI'' shows this issue particularly glaringly with its Australia civ, to the point where it borders on AIBreaker. Australia gets ''doubled'' production capacity for ten turns upon receiving a declaration of war, but the AI doesn't seem to factor this in at all, frequently declaring on Australia's inferior military and running into a brick wall when a defensive force is assembled on demand by the time their armies get close.
** Another thing about the AI in ''V'' is how stubborn it tends to be. Imagine a Civ declares war on you, then you curbstomp their armies and take several of their cities and your armies are waiting just outside of another one of their cities and can take it easily. You'd imagine that when you give them demands for peace, they'd accept your conditions should they be reasonable. But no, anything other than an unconditional peace agreement (or one that doesn't favor you) is completely unacceptable. They won't even give you 1 gold if it means you will stop taking their cities. On the other hand, imagine the same situation, but they are demanding an insane amount of luxuries, resources, and gold from you to end the war. Or they demand such things even if they have yet to go into battle with one of your units.
** China's Chu-Ko-Nu's can fire twice in the same turn, making them practically [[GameBreaker game-breaking]] in the hands of a human player. The AI often manages to completely forget this, turning one of the best civs in the game into a complete joke.
** No matter what civ they have, they will ''always'' go wide (making lots of small cities), even if they have a civ meant to go tall (making a few very big cities). Then with "Brave New World", we have Venice, who literally cannot make more than one city as part of his gimmick. As you can imagine, this causes the AI to completely crap itself and never be a remotely competitive force in the game. In particular, expect them to never use their Merchant of Venice's "puppet a city-state" ability; there's video of the Venetian AI ''conquering'' a city-state through a grueling military campaign rather than walking the merchant over and hitting one button.
** Units set to "Explore" have some of the dumbest AI in the game, running an algorithm that only accounts for terrain hidden versus terrain revealed, not silly little things like whether they'll start a war with a City-State by trespassing, or whether they're slowly circling a Barbarian Archer and getting themselves shot to pieces. Not only that, but they will also wander until they get stuck at the north or south pole and will continue to move one space towards it and one space back because they are unable to explore the ice fields. They do this despite the fact that there's other places they can go to explore. This problem is only solved when you get submarines which can explore under the ice and won't get stuck. However, if you weren't careful, this won't help you with exploring land that you missed earlier and scouts are so out-of-date by this point that they can be one shot. In ''VI'' this is "fixed" by just switching the unit to manual control and getting the player to deal with the situation.
** One of the best conquerors in recorded history, Alexander the Great's entire kit revolves around attempting to overpower other civs through war or diplomacy. However, his AI is just brain-dead stupid. He prefers faster units, such as horsemen, knights, etc., which are weaker when attempting to attack cities. As well, he is better friends with you when you're a warmonger, and he will likely keep an army at the ready, just waiting for a reason to go to war.
** Pay a Civ to declare war on someone (ideally a weak, but not "too" weak civ) then join in - it'll give you a diplomatic bonus as it'll make the world think you're helping out the poor underling fight off the BigBad when, in fact, you masterminded the whole thing.
** Nebuchadnezzar II. Babylon is considered one of the most powerful civs, because its ability, Ingenuity, gives them a Great Scientist much earlier on than anyone else can even think about one. Great Scientists have two abilities, both of which consume them. They can build an Academy, a tile improvement that provides a continuous and considerable science boost; though it's a drop in the bucket later on, it often more than doubles it at that stage in the game, allowing you to pick up every other Ancient Era tech in just a handful of turns. Or, they can use a Discover ability, which provides a one-time science boost based on your current output, usually enough to put you most of the way to the current tech you're researching. In the hands of a human, who will use the former ability a lot in the early game and the latter in the late game, Babylon can easily snowball until they have tanks when everyone else has knights. Yet when you conquer Nebuchadnezzar with surprising ease, you likely won't find a single Academy in his whole territory, implying he thought learning Archery right now was more useful than halving his time to it and every other early-game tech.
** Even with the greatly improved naval combat in "Brave New World", the AI does ''not'' know how to properly conduct a marine invasion. Play an archipelago map and watch the AI send dozens of embarked land units at you ''without escorts'', which naturally leads to them being [[CurbstompBattle utterly massacred]] if you made even a token investment in actual combat ships, and leaves the attacking civ nearly defenseless for when you counter-invade.
** The AI does not seem to know ranged units can move and shoot in the same turn, thus wasting much of the units' potential.
** In the World Congress, two of the potential options to propose are Arts Funding and Science Funding. Arts Funding boosts the production of Great Artists, Writers, and Musicians and drops the production of Great Merchants, Engineers, and Scientists, while Science Funding does the reverse. Generally, the former three units, though not useless in other hands, are most effective while aiming for a Cultural Victory (since they increase tourism), while the latter three are more useful for everyone else. Despite this, the AI seems to ''really'' like proposing and voting for Arts Funding, even when its civ has no interest in tourism whatsoever.
* ''VideoGame/CivilizationRevolution'':
** Not so much costly errors as wasting of real time, but sometimes units on roads will, within a single turn, repeatedly go back and forth on the road until who knows when.
** Whenever you tell a unit to go somewhere more than one region away, it will plot a way to get there, taking into account the terrain it can cross vs. the terrain it has to encounter... but not allied borders until you get there. Allied borders may not be crossed without starting a war, and if a unit you just told to go somewhere without guiding it around borders may try for a little bit to found a way around, but will then forget everything it's learned and charge at the border again, only to be deflected. If you don't Cancel Move, it will waste many turns doing that.
** Purchase the Democracy perk and your production and culture increase greatly, but at the cost of your Congress vetoing you whenever you try to declare war or refuse peace offers from rival civs. The other civs understand this limitation, and will liberally abuse it by attacking and capturing one of your cities, quickly offering you peace so you can't do anything about it, and repeating the process from there. And Congress never lets you refuse the peace offer or launch a counter-attack to reclaim your city, no matter how obvious it is that you're being played.
*** This works right back at them so long as they stay in Democracy. Most AIs refuse to let a war declaration slide and will not give you peace until at least one turn passes (even though they should be forced to, they cheat), giving them a turn to switch out of Democracy before deciding. However, combine this with the Great Wall wonder (enemies cannot declare or remain at war with you while it is in effect) and you can hogtie the AI while it cannot even lift a finger against you, and forgives your every action.
** The AIs are normally pretty good at guarding their settlers. Caravans, spies, and Great People? Not so much. They regularly lose caravans to stationary barbarian huts, will leave any spies they capture sitting in the exact spot they took them from you, and only rarely place their own spies to protect their own settled GP. Even on Deity.
** The AI creates exceptions to settler guarding rules. IF they don't see any enemy units nearby, they'll let their Settler (2 moves) outrun its escort unit (normally a defensive unit like an Archer, 1 move). While this is more foolhardy or risky rather than stupid, the AI normally keeps such a tight grip on its Settlers that they'll sometimes march an entire army out with their first Settler, leaving only a single defending Archer or Warrior to defend the city and you can guess what happens next. Especially if you are sitting nearby waiting for this happen with a horseman army or two...
** More rarely: When an AI unlocks a new defensive unit tier (like Pikemen after Archers), it will attempt to upgrade its defenses ASAP in any way possible. In Civ Rev, units cannot be directly upgraded with gold, however you can sell units and use the gold to rush new ones. The problem is, you can only rush one unit per city per turn; armies require three units to form. So you'll sometimes see these fantastic blunders where the AI will sell its Archer army (or armies) to pay for new pikemen, but leave itself vulnerable for a few turns while it only has single units defending instead of an army, which is much stronger.
** Once an AI gets Flight, you can expect them to gloriously kamikaze their fighters into the nearest city defender as soon as they can when at war with you. Nevermind that Fighters are meant to specifically counter Bomber units, and are better at picking off vulnerable units like single ships or offensive units that have much lower defense than defensive units in cities. Or that even if they beat the defending units, that air units cannot capture cities.
** Rather amusing one: What happens when an AI is exploring with a boat and gets blocked from where they are trying to go by borders or units in the way? Why, they sell it of course! Why bother going another direction or recalling the boat for another function elsewhere, after putting those resources and turns into it? It would be much better to sell it immediately for considerable loss in the exchange rate of production/gold and those turns burned away irreversibly, right?
* ''Civilization VI'':
** ''Civ VI'' is notorious for BreakingTheFourthWall by having [=AI=] opponents declare war on you for no reason other than because you are too close to winning the game, even if they were complimenting or even tributing you a few turns before. Even Gilgamesh or Tomyris, who are supposed to like long-term alliances and avoid backstabbing you, will happily go war you if you're winning. Any kind of diplomacy has to allow, not just for the other leaders' own intelligence, but for the game's overall agenda; and any victory other than military becomes exceptionally difficult, because no matter how nice you have been, every country will try to wipe you out if it will stop you reaching a victory condition.
** As of September 2017, almost a year since the release of the game, the AI's ability to handle war is still laughably poor. Almost everything bad about the AI in ''V'' is either still present or is taken UpToEleven. It is commonplace for an opponent to declare war on a human player, for the human player to defend without putting any offensive pressure whatsoever on the opponent, and then, on the turn that peace becomes an option, for the opponent to offer all of their luxuries, gold, and cities (besides their capital) in exchange for peace.
** The AI just doesn't seem to "get" the Loyalty system introduced in ''Rise and Fall''. It will happily settle cities on the other side of the continent from their closest settlement... and since settling far away from your cities and close to enemy territory will cause a ''massive'' drop in Loyalty, the AI will lose those cities to rebellion a few turns later, perhaps in the player's favor. The saddest part is that there's not much the player can do ''not'' to exploit this: they can refuse to accept rebellious cities into their empire, but that doesn't make it much less of a loss for the AI.
** When you send a Spy on an aggressive mission, there's a small chance they'll be captured by the enemy civ. If so, you'll have to bargain for their release, with the other civ putting a steep price on letting them go. Although it's probably to prevent player frustration, it never occurs to the computer to just not release your Spy, since captured Spies are basically dead weight and you ''just proved'' you're willing to attack them by espionage. Nor will they hold out on it out inconvenience you - if you cough up the funds, you can get your Spy back the turn on it was caught. The game only seems to have a limited understanding of how much advantage a captured Spy really is.
** '' Gathering Storm'' changed the strategic resource system from a binary "as long as you have one copy you're set" to an accumulative "one copy gives you this much per turn, you have to spend X amount for a unit", similar to gold or faith. However, the AI that shipped on release had some major flaws on how they value these resources:
*** It's possible to convince the AI to trade you some gold for a resource, then trade you said exact same resource for less gold than what they gave you. You can continue to sell their own stuff back to them until they run out of money. Let's Player WebVideo/TheSpiffingBrit weaponizes this technique [[https://www.youtube.com/watch?v=8aPwkXaw5z0 here]].
*** The AI does appreciate that various Strategic Resources becomes less important with time, but it doesn't get the idea that eventually become obsolete. If the AI wants to buy ten barrels of oil off you in the 20th Century, you can probably swap that for thirty iron and thirty horses despite ten oil being ''far'' more useful to your civilisation at this stage (not to mention that you'll get those other resources back quicker).
*** Thankfully, later patches fixed both of these. The only downside is that now the AI will ask for such an exorbitant amount of gold for you can basically forget trading to get any.
* ''VideoGame/CivilizationBeyondEarth'' carried over all the issues of ''Civilization V'', but sometimes tried to fix them by making them worse in the opposite direction. Particularly annoying when a faction would trade a tiny, useless resource only if you give them half of all your precious assets, and nothing else. Or when they avoid confrontation if you are militarily superior, but when in war they utterly refuse to make peace even if you pay gifts.
** The expansion ''Rising Tide'' overhauled the diplomacy system with more advanced interactions and introduced a new almost game-breaking bug: everybody is forced to follow their allies in their war, against anybody, no matter the situation. Normally, when one of your allies goes to war, you should be immediately asked if you want to join them or dishonor the alliance (best would be that only afterwards your ally might or might not contact you asking to honor the alliance, depending on what's needed). Instead, you're forced to follow your ally to war, without a word in the matter, which might not seem like a problem at first. It could be an understandable design choice... if your ally would at least make careful decisions, as opposed to sudden nonsensical moves against much more powerful factions, even ruining your complex web of treaties and commercial routes. But things become completely absurd if two of your allies wage war on each other: you are forced to honor BOTH alliances, so you end up at war against BOTH of them. If they have other allies, the resulting cascading alliances might easily turn the game into an ALL v.s ALL perpetual state of war. You are not even asked which side to support, ending just one alliance, which would have been the most logical consequence. This forces you to renounce all alliances (and thus a major part of the new overhauled diplomatic system) to avoid this situation. But then other leaders criticize you for breaking treaties, and your former ally now inexplicably hates you and declares war on you... this oversight has never been fixed.
** The affinity system should in theory feed alliances with factions following the same affinity and prevent the contrary, adding ideological and political flavor to the game. Yet most of the times you still get alliances with factions that have completely different affinities, which only give a minor malus in relations among tons of other influencing factors. This is particularly evident when you ally someone in the early game and the two of you later develop opposite affinities, as the AI will be reluctant to even consider that your nearby civilization is doing everything your citizens despise. An allied faction pursuing only the xeno-friendly harmony affinity will only send a few text complaints if your purity or supremacy game is terraforming everything, killing wildlife and polishing miasma, if you (easy to do) still manage to get good relations overall.
* ''VideoGame/SidMeiersAlphaCentauri'' also has its instances:
** Even on the higher levels of difficulty, the AI will often agree to obviously unfair city exchanges- like trading their densely-populated city in an area rich with resources, housing some Secret Projects, for some sea colony newly founded, lost deep in the ocean with next to no resources; They are also prone to declaring war on you if you have adopted a civic they hate (like green economy for Morgan), even if your faction is clearly overpowering theirs.
** The SMAC AI also tends to be [[SuicidalOverconfidence a bit warmonger-ey]], with some civs inevitably sliding towards war with the player (i.e. you) over time. Of course, if you don't have much in the way of a military by then, their overconfidence is anything but...
** The AI also doesn't check whether you have units in your allies' cities and so will launch absolutely stupid surprise attacks against you, by attacking a city that you don't own but do have units in.
** The way priorities are assigned for AI personalities leads to some enormously stupid behavior. For example, Miriam Godwinson is highly aggressive and expansionistic, a combination that often leads to her establishing an excessive number of cities and then completely focusing production to build swarms of weak low-tech units instead of infrastructure. Miriam will also build sea colonies in oceanic trenches, where it's completely impossible to improve the surrounding tiles or get any kind of resource yield.
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* In ''VideoGame/BotLand'', you'll be trying to avert this. The game is nothing more than a robot arena, and the three starter bots and default AI the game provides you with suffer from this heavily, knowing no strategy other than AttackAttackAttack, wandering aimlessly while out of combat, and utterly failing at using some weapons. Then the game teaches you how to use the scripting system to reprogram your bots completely, and it's up to you to figure out how to program your bots to outsmart your opponents.
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* In the ''VideoGame/{{Stronghold}}'' series, the easiest way to defeat a computer-controlled opponents to take out their water wells and set their fortress on fire.Since the shape and arrangement of the enemy castle is predetermined, whenever a building is destroyed they would ''build it again on the exact same spot, while it was still on fire'', and repeat until either the fire somehow died out or the enemy ran out of resources and gold. All of this while all their soldiers and civilians die, without the enemy even thinking of moving them away.

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* In the ''VideoGame/{{Stronghold}}'' series, the easiest way to defeat a computer-controlled opponents to take out their water wells and set their fortress on fire. Since the shape and arrangement of the enemy castle is predetermined, whenever a building is destroyed they would ''build it again on the exact same spot, while it was still on fire'', and repeat until either the fire somehow died out or the enemy ran out of resources and gold. All of this while all their soldiers and civilians die, without the enemy even thinking of moving them away.
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* The point of ''VideoGame/IntoTheBreach'' is to exploit the Vek's inability to change their actions before executing them, but occasionally they do make somewhat questionable decisions. For example, you might get a situation where two Firefly enemies are trying to attack one of your mechs from opposite sides, but your mech is not actually held there in any way, meaning that you can simply ''walk'' out of the way and the Fireflies will shoot each other.

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** It's possible to convince the AI to trade you some gold for a resource, then trade you said exact same resource for less gold than what they gave you. You can continue to sell their own stuff back to them until they run out of money. Let's Player WebVideo/TheSpiffingBrit weaponizes this technique [[https://www.youtube.com/watch?v=8aPwkXaw5z0 here]].



** The AI does appreciate that various Strategic Resources becomes less important with time, but it doesn't get the idea that eventually become obsolete. If the AI wants to buy ten barrels of oil off you in the 20th Century, you can probably swap that for thirty iron and thirty horses despite ten oil being ''far'' more useful to your civilisation at this stage (not to mention that you'll get those other resources back quicker).

to:

** '' Gathering Storm'' changed the strategic resource system from a binary "as long as you have one copy you're set" to an accumulative "one copy gives you this much per turn, you have to spend X amount for a unit", similar to gold or faith. However, the AI that shipped on release had some major flaws on how they value these resources:
*** It's possible to convince the AI to trade you some gold for a resource, then trade you said exact same resource for less gold than what they gave you. You can continue to sell their own stuff back to them until they run out of money. Let's Player WebVideo/TheSpiffingBrit weaponizes this technique [[https://www.youtube.com/watch?v=8aPwkXaw5z0 here]].
***
The AI does appreciate that various Strategic Resources becomes less important with time, but it doesn't get the idea that eventually become obsolete. If the AI wants to buy ten barrels of oil off you in the 20th Century, you can probably swap that for thirty iron and thirty horses despite ten oil being ''far'' more useful to your civilisation at this stage (not to mention that you'll get those other resources back quicker).quicker).
*** Thankfully, later patches fixed both of these. The only downside is that now the AI will ask for such an exorbitant amount of gold for you can basically forget trading to get any.
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** The AI does appreciate that various Strategic Resources becomes less important with time, but it doesn't get the idea that eventually become obsolete. If the AI wants to buy ten barrels of oil off you in the 20th Century, you can probably swap that for thirty iron and thirty horses despite ten oil being ''far'' more useful to your civilisation at this stage (not to mention that you'll get those other resources back quicker).

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