I am currently making a Rimworld-like game. For now, it is identical in appearance, how the map works and how the pawns (colonists) are supposed to function.
Core world-generation logic and A* pathfinding is done, so my next step is to implement AI.
The question - for a game such as Rimworld (since the original author of the game never mentioned what sort of technology he used), is it preferable to use Behavior Trees or Goal Oriented Action Planning AI methods?
I use Unity and have found assets for both of the technologies:
I am expecting large map sizes, anywhere from 200x200 to 400x400, and an AI agent might have to take a lot of things into consideration (his environment, the position of his allies and enemies, possibly nearby items and structures).
I am leaning towards GOAP because even though it seems harder to implement at first, it seems easier to maintain later, because the agents figure out stuff on their own based on the information they are given, so I won't have to hard-code every single action or pattern (please correct me if this is wrong.) I also have no experience with either of the technologies so this might be something to take into account, but I am willing to learn.
Any suggestions, comments or ideas are much appreciated and I'm open for discussion.
procedural-generation
tag or not. Presumably you're using proc-gen in your project; does that a strong bearing on the AI? Put another way, if you were not using proc-gen, would your AI question be any different? \$\endgroup\$