Which artificial intelligence architecture will work best in a turn-based strategy game. It is similar to the games from the Europe Universalis series. In the game it is possible to:
- create trade routes
- colonize provinces
- conquer provinces
- build buildings in provinces
- build fleets, armies
- conduct diplomacy (wars, alliances, vassalisation, trade agreements).
- provinces have resources etc.
I read about HTN, GOAP and utility methods. I think the finite state machine and the behavior trees are not going to work in such game. I also don't intend to create an extremely complex AI. I am aware that this is a large undertaking. I would like to be extended and improved in the future. I am thinking of creating a module that analyzes the state of the world. The result of the analysis would be such factors as: economic development, military development and the development of diplomacy. On the basis of the value of these factors e.g. HTN (or another solution) would create plans for the development of the state. What other approaches could be used?