if it was for a good civ game, maybe $3 per hour
so if i play for 500 hours, maybe $1500
but it would have to be actually great, not firaxis marketing "great"
it's unclear whether great AI would make civ6 enjoyable though. i know it would be great for something like civ4
RTS AI is usually not programmed to examine your scenario of endless amounts of possible moves every second. there's usually lots of planning and sequencing and scheduling of various things. it's not programmed like chess where it can just try every possible combination of commands and pick the...
no
i think i'll wait for a bundle of all the expansions and DLC, buy it for cheap, and then probably never get around to playing the game
i'd pay full price for a sid meier's civilization game, but i'm not too interested in ed beach's sim city
civ6 might eventually become a fun diversion depending on what they do with it
but it will never be a good strategy game because of numerous balance problems and poor design decisions
civ 4 is kind of simple and straightforward, but if you want a competition based on optimal sequencing and...
there's no point comparing a simple perfect-information 1v1 game with 2 or 3 rules to something like civ
as for machine learning, it's not a good fit for these types of games that put you in new situations so that you have to actually think about what moves to make instead of memorizing...
the games are bland because they aren't close and aren't interactive
there are a few ways to fix this, but the game has to not completely suck from a balance point of view if we want to even begin to have that discussion
gameplay depth
civ4: 5/10
civ5 vanilla: 7/10
civ5 expansions: 1/10
(this is not a typo. civ5 expansions only added breadth. but they removed almost all of the depth from the game)
civ6: 3 (?)
AI:
civ4: 2.5/10
civ5: 0.4/10
civ6: 0.1/10
this kind of assumes that the game is required to be fun from start to finish
most strategy/racing games aren't like that at all. once they stop being close, people should just give up and move on to the next match
i'm not saying i want RNG back
i'm saying that the civ5/civ6 unit system is not just a change from stacking to 1UPT.
it also messed up the pacing.
a 1v1 battle between 2 units in civ5/civ6 can last a dozen turns with the gradual chip damage, healing, and retreating instead of a...
biggest problem with 1UPT isn't even the lack of stacking
it's the silly hitpoint system that turns every skirmish into a world war 1 slugfest
even civ4 would suck if it took 12 turns to kill an archer with a swordsman instead of 1 turn
he ruined the only good parts about civ5 with the expansions (the whole meta-strategy of wide vs tall). what has he done to earn respect?
civ6 is basically an unbalanced pile of irrelevant city-builder mechanisms. it's not a fun multiplayer game, so even if the AI magically gets fixed, the best...
it's not dead. it's just hypercasualized
poor game design killed the quality. 1UPT just made firaxis trip over themselves faster than they would otherwise
seems relatively good from a quality assurance point of view (civ4/civ5 had more crashes for me at launch)
seems awful from a gameplay balance point of view
time to lay down some disappointing truths:
my perspective is from being an expert at civ (mainly civ4 against human players) & some other strategy games, education & professional background in computer science, and currently developing a strategy game
if your goal is to make a good strategy...
you can dismiss any complex tactical combat idea because it won't work in multiplayer
even 1UPT should have been dismissed because it doesn't work in multiplayer, but they went ahead with it and left MP to rot
only problem with that is if you ignore multiplayer and don't write AI, then you...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.