| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#21 |
|
Prince
Join Date: Oct 2007
Posts: 524
|
^^ My compliments for this educated post, some very good points made here.
__________________
|
|
|
|
|
|
#22 | ||
|
Gods & Emperors
|
Quote:
We would expect 1UPT to receive changes in the next game as well. It doesn't mean it's completely different. Perhaps there will be an idea of 'manning' seiged units so they cost more production and cost double to maintain to blunt human use of those units. Hey there's an Idea for you Firaxis. Quote:
For all the unfair criticism of Civ5 being a war game, the de-emaphsis from killing reams and reams of units to smaller armies and smart placement of troops also means that the difficulty is shifted away from stacks to managing diplomacy, and not in the psychopathic way people used to play. Civ5 actually requires players to pay attention to their friends. AI threat assessment is vastly improved and they can see things people used to get away with being done to them. At the same time the human's reduced ability to bamboozle them endlessly and to distract AI rivals by opening up 2nd and 3rd fronts in wars with cheap bribes enhances play. The fact that it's so difficult to bribe an AI unless there's an alignment in foreign policy interest elevates friendships and power blocs in Civ5 further. Finally, I can't really blame the AI for being a warmonger when the standard strategy in Civ3 and 4 is essentially psychopathic on the human side and people are trying to use it in Civ5.
__________________
![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) ModLast edited by dexters; Jun 16, 2012 at 01:01 PM. |
||
|
|
|
|
|
#23 | |||
|
Prince
Join Date: Oct 2007
Posts: 524
|
Quote:
Quote:
Quote:
![]() For the first few decades of my life I must have had a totally twisted and wrong understanding of what "psychopathic" means. Thanks for pointing that one out. Must try to remember that one: human way of playing diplomacy in IV = psychopathic. AI way of playing diplomacy in V = sane, logical and rational. Human way of playing diplomacy in IV = psychopathic. AI way of playing diplomacy in V = sane, logical and rational...
__________________
|
|||
|
|
|
|
|
#24 | |||
|
Deity
Join Date: Jun 2006
Location: World's largest lentil producer
Posts: 2,057
|
Quote:
People have complained in this forum, for multiple civ iterations, that the AI was erratic, untrustworthy, irrational, psychotic... Pick your term, and roll them together. That's because you couldn't trust the AI - it wasn't dependable, "friendship" didn't mean much, centuries of positive relationship were routinely thrown out the window when it suited their purposes... But, look at paragraph 1. The AI was nuts, but humans are *far* worse. When I look at how I treated diplomatic relations in Civ IV, by far the most tangible penalty of being a backstabbing nutjob was that it would be harder to backstab someone at their most vulnerable in the future. That's about it. Being liked by the world didn't stop DOW's with me, the AI wouldn't give me even close to a fair shake for tech trades as it was, defensive pacts were at *best* a mild deterrent since anyone who was militarily powerful would laugh in your face when you suggested them... So what was the functional purpose of friendly relationships in Civ IV? Either a mild and unreliable war deterrent, or a chance to backstab them eventually. You could mince words and argue that perhaps some other mental disorder is more apt to describe this than psychotic, but whatever disorder you settle on, it'll be a pretty bad one. Civ V doesn't make us treat AI's any less like objects, but it DOES give us a more compelling reason to act like AI's aren't just keeping the seat warm with their empires until we decide to take their cities... Civ V... Well, it takes steps in the right direction for this. The AI warmongers a lot, but as pointed out, it's pretty much a given that humans are the ultimate opportunists in Civ, so them firing back in kind isn't such a big thing. Now though, with the inclusion of research pacts being only allowable with friends and the increased dependence on strategic and happiness resources, making friends is, simply put, beneficial in ways other than just as a tool for an eventual backstab. I actually think Dexter is giving us a good insight here - Civ V AI is taking steps to make nurturing long term relationships more valuable. I don't buddy up with Gandhi just because I want him to work land for me for the next 5000 years and then take him out - I do it because I need him for RA's. Quote:
Dexter is right. SOD has been pretty close to what it is now since either Civ III or II (depending on my query directly above). Variants on the form, but the dynamic of how we approached war as the difficulties went up hasn't changed much for, like, 1.5 decades. I'm not going to say a re visitation of the Civ I approach wouldn't have some merit - it very well might. If 1UPT flops big time in Civ V, we may see it. If Dexter is suggesting that some variant of multi units per tile isn't an interesting alternative, I disagree with him - but, I don't think he's doing that. Quote:
We would dump every penny and every spare novel tech we had into a trade to get major world powers to attack each other just so we could jump one from behind - well knowing that two human players wouldn't fall for this, realizing the ploy, since THEY know we're psychotic in our relationships. We saw Monty amassing troops on our borders, traded him a banana for the 10 turns of peace, and then got Justinian to attack him while we were waiting - knowing that humans wouldn't fall for such things, since they see our motives. We started beside a civ weak to an early rush and we axe rushed them because we *know* they won't make the proper moves to defend against an axe rush, because they're AI. We establish treaties of friendship for thousands of years with no intention of being friends, and rather to be more effective enemies... Sometimes I felt like I was Bugs Bunny trying to play Elmer and Taz off of each other through a series of decoys and eventually swoop in and take them both out. If you're playing at a tough difficulty level and you were successful in Civ IV, if you honestly examined your approach, I *seriously* doubt you could come away without admitting that you'd exploited predictable AI flaws from strategic, tactical, and diplomatic standpoints. I look at my growth as a player in that game, and that of my entire Civ entourage, and that's what I see happening as we get better - we learn to game the system in more and more refined ways. Now, Civ V does not at all do away with this, but it does change the focus a bit, and I think it does so in some positive ways, as Dexter touches upon them. Typed enough for now... Floors to scrub. Wahoo.
__________________
Give me Pro/Org, or give me death! Last edited by AfterShafter; Jun 16, 2012 at 02:49 PM. |
|||
|
|
|
|
|
#25 |
|
Warlord
Join Date: Jun 2006
Posts: 202
|
The stack death if your defending unit was lost was a Civ 2 concept to undermine the stack of doom. I cannot say 1 had it or not, it was the only civilization that I did not play, but I still read the handbooks on the game, and they stated they "added" that concept, so I presume one didnt have it.
|
|
|
|
|
|
#26 | |
|
Prince
Join Date: Oct 2007
Posts: 524
|
Quote:
So please let's get back to the topic of this thread: the question why people think - from a programmers perspective - why the AI is so weak and wha went wrong in V compared to IV. Posting here that you don't think the AI in V is bad, or that the way you assume I play IV proves that the AI in V is not bad, might be interesting in some other context, but it's not really on topic...
__________________
|
|
|
|
|
|
|
#27 | ||
|
Gods & Emperors
|
Quote:
1upt tactics is always an issue, just as SOD tactics were always an issue. 1UPT hightens it because the AI can concentrate far fewer units in a spot and the humans gain an advantage. It took a while to realize this, but the developers, Ed Bech et al, have shifted the complexity of the game from managing large stacks to managing diplomacy. As it stands with the vanilla game, there are still issues with diplomacy, mainly the lack of 'good' modifiers to engratiate onself with the AI, that apparently will be amended with the new features coming in Gods and Kings, but on the whole, the post overhaul non Vanilla AI is significantly better than anything Civ4 had. It's fairly obvious if you play a patched game. They interact more realistically, identify threats better (Civ4 dickish strategies that block AI expansion, early rushes that knock out a neighbour, and general passive agressiveness by the human player will earn you an early DOW from the other civs and rightfully so) and the AI truly value friends who hasn't backstabbed. Part of the fun is identifying who your real friends are and who are likely faking it (hint: a friendly warmongerleader is probably faking it or at least is bipolar in that sense that they can turn on you in a dime) but even then, there are genuine tipping points in the game when a true friend denonces you because their national interest no longer align with yours or it is clear they are going for the top spot. Coalitions are also a great thing. Civ games never handled multi-national alliances outside of Civ3's locked alliances, but Civ5 has an organic enemy of my enemy is my friend feature where mutual denouncements of a common foe earns you brownie points and mutual friendships with a common friend enhances it. You get these very organic 'coalitions' forming due in large part to how the civs are interacting with each other and who has backstabbed whom or who is DOW too many times and got denounced by a bunch of other civs who form a coalition, rather than the very random inorganic alliances of RNG from previous games. Trading is now also being funneled into neutral and above levels of relationships, so if you're a dick to everyone, you can't trade with a fair price. Something that was possible in previous games. The last loophole being closed is forcing Research Agreements in Civ5 to be a friends only agreement. A belated but correct change that will really highten the dichotomy between friends and everyone else. It's really a different kind of game, a geopolitical game of tectonic empires clashing, moving together and against each other. City states also introduces the idea of an empire claiming territory and points of 'interest'. No Civ game has done it to a point where the AI can identify a point of the map, a place, and say "don't cross me and take this city or I will be mad". That's a new element, and I'm looking forward to how they have improved it in Gods and Kings I don't really buy then 'oh AI is so bad because I can't fool them to being my friend forever' (even as I rape them for their resources, take their cities in oscillating wars and prevent them from ever winning) but really that was idiotic and people only liked it because it gave them absolute control over a large part of the diplomatic game, with AI RNG handling the remaining randomness. Quote:
As noted, this isn't a political campaign, dismissing an entire point as you're prone to do with my posts and AfterShafter's posts and mocking the amount of detail given by noting we can't possibly change your mind no matter how long we make our comments is extremely poor form. I'm tempted to suggest you should only posts in the rants thread at this point as there's no discussion to be had outside of it. BTW what are your Civ5 credentials? Just wondering.
__________________
![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) ModLast edited by dexters; Jun 16, 2012 at 05:20 PM. |
||
|
|
|
|
|
#28 | |
|
Deity
Join Date: Jun 2006
Location: World's largest lentil producer
Posts: 2,057
|
Quote:
The only widespread criticism of Civ V AI I've seen is military based - even in this thread, I don't see harsh criticism of diplomatic AI (described as "meh") and, while it isn't perfect, it could be a lot worse. I won't argue that the military AI doesn't need work - it simply does. Again, something that was true of previous Civs, which is pretty clearly evidenced that *every single Civ game* has difficulty that scales by resource advantages and not intelligence improvements. The implementation of the SoD in Civ IV also helped hide what was glaringly flawed AI that they never really tried to improve. To return to some made claims... Are players "psychotic" in Civ games? You are darned right they are. Does Civ V make a move to make player VS AI relationships more than a psychotic backstab fest? Yes, it most certainly does. Is this an improvement in general? I consider it as such. Now, the claim, was the AI psychotic in Civ IV? Let's consider a bit of anecdotal evidence which I think will ring true for a good number of people... You know how my last Civ IV game went? It was a deity game, and I remember it well with a bitter taste in my mouth. I'd spent thousands of game years converting de Gaulle to my religion which was opposed to Justinian's - and I cultivated our relationship *HARD*. I kissed his rear, I got just about every policy and religious bonus I could manage working for me, and our positive relationship was among the highest I'd ever achieved in a deity level game. At the same time, I worked hard to set us at odds from a power bloc lead by Justinian who, if you can recall, was a religious nutjob (HUGE negative penalty associated with other religions) - and Justinian despised us both. So, somewhere around/between riflemen and infantry, I went to war with Justinian and got de Gaulle in on it - Justinian being a massive unit builder, I need the help. I had a slight military tech advantage over Justinian, and de Gaulle had a significant one. The war begins, it rages for a while, my protective stacks managed to weather the storm of the massive unit rush and I started to gain ground. I then started capturing cities and carving out what would have been one of the largest empires in the world. Justinian then declares peace with de Gaulle, becomes his vassal, and I'm at war with de Gaulle and him. All of the sudden Justinian is brought up to tech parity with de Gaulle, Justinian's riflemen and cannons become infantry and artillery over the span of one turn, and a several thousand year blood feud between firmly established religious blocs is thrown out the window and my carefully orchestrated war with Justinian turns to a monumental defeat against Justinian allied with his religious antithesis, de Gaulle. This is in Civ BTS, after years of patching for Civ IV. This is exactly the type of psychotic, backstabbing treatment that both players and AI did in that game, and players and AI were pretty heavily rewarded for. Civ V's diplomacy system as it is shaping up moves away from this, making maintaining relationships not only more beneficial to do rather than throw out the window, but quite often, I've found that not only does the AI want to honour its long term friendships, but I want to as well. Some points about Civ V's AI here ring true. It needs help managing units, it spends gold too easily, and I often find it is hugely beneficial to keep pointless, costless wars going because AI peace settlements are ridiculous. It's certainly more simple than Civ IV's AI at this point, but there is less for it to manage. But, it's moving away from the psychotic mannerisms that marked Civ IV diplomacy with the AI, and I'm darned happy about it. As for the AI being very trigger happy and "randomly" declaring war... A state of hostility always looming at neutral or merely incidental friendly relations is something that I don't even think is an error. Since the human IS psychotic, if you make the AI friendly and trusting prior to the player really earning that trust and friendship, players will on average manipulate, abuse, chew up and then spit out the AI. The AI being trigger happy results in the AI not just sitting there and waiting for the human to do this - and do NOT tell me that the player doesn't try.
__________________
Give me Pro/Org, or give me death! |
|
|
|
|
|
|
#29 |
|
Chieftain
Join Date: Sep 2008
Posts: 95
|
wow...look what I started!!!
great reads, thanks so much for all the time you guys put in....Amazing how much information is avalable on this site... thanks again for all the opinions.. slo |
|
|
|
|
|
#30 | |
|
Deity
Join Date: Jun 2006
Location: World's largest lentil producer
Posts: 2,057
|
Quote:
Proper cultivation of relationships in this game matter more. It takes real effort, not just flash int he pan religious/policy conversion, and the benefits are not only more tangible but also more necessary. In this regard, I definitely see Civ V as an improvement over IV for the AI.
__________________
Give me Pro/Org, or give me death! Last edited by AfterShafter; Jun 16, 2012 at 06:00 PM. |
|
|
|
|
|
|
#31 | |
|
Gods & Emperors
|
Quote:
To be honest, my views on Civ5, though always leaning positive, was muddled and changed over the course of the patching. But as the game has become stable and Ed Beach has now been put in charge to chart its future, from the messy initial release where the diplomatic system back then bears little resemblance to the current one we have, it's clear what direction they are moving. And I like it.
__________________
![]() ![]() ![]() Machiavellian Doctrine: Managing The World | Mod Epic (Game) ModLast edited by dexters; Jun 16, 2012 at 06:00 PM. |
|
|
|
|
|
|
#32 |
|
Deity
Join Date: Nov 2001
Posts: 2,401
|
I like it too. If a picture can be a 1000 words, then here is the single reason (among many) why Civ5 is superior to Civ4. If it was a SoD, then I would've just parked my stack in Osininka and then bulldoze my way to Onondaga. Instead, I have funnel my units around a mountain, find relatively safe ground for the artillery and avoid Montreal as best as possible.
|
|
|
|
|
|
#33 |
|
Chieftain
Join Date: Sep 2008
Posts: 95
|
again, thanks so much for all the input...and I agree, I mostly like this game,,,actually love it...BUT still I wish the AI was a little better, I just dont fear war on this game like i did in the other games in particular any paradox game...those games are far more complicated then civ is and there ai is very very good at the game...
I too have high hopes with ed in charge,,and again, i like the games changes enough to put up with a so so ai and hope they build upon this game to make it better and better, 1up, limited resorces ect all changes for the better... slo |
|
|
|
|
|
#34 | |
|
Chieftain
Join Date: Feb 2012
Posts: 50
|
Quote:
@AfterShaft Good summary before and comments. My only point is that you don't have to do it all, you can take short cuts and it is also good to see progress. The lack of progress in this area is what has me the most worried. Hopefully the expansion makes some nice AI changes that will show they have been working on AI. ------------------------------ NOW! I have to go back and say that if the AI cannot pose a military threat then what is the point of diplomacy? At least with SoDs I had to worry about making enemies (on higher difficulties 2+ opponent usually ended a match (and I don't cheat, heh)). In Civ 5 I can almost do whatever I want. In fact, I prefer war with opponents who are in the lead since I can readily handle the streams of units the send, sometimes from way way way off. Those are units they could use to conquer AIs near them but instead they get wasted. In fact, during certain eras it is pretty s8 forward to take whatever city I want. Taking cities takes time but the AI cannot stop even a handful of units. I just need them to be a threat. On the highest levels it is hard only due to the issues with keeping up with science. If you can stay close, by mid-game it is a win. In Civ 4 I always had to be careful (well, except the occasional amazing start (great huts, take a enemy city) but I never finished those games,since I really only enjoy a close match to the end). And their lack of use of huge stockpiles of gold... that is pretty much unforgiveable. |
|
|
|
|
|
|
#35 | |
|
Prince
Join Date: Oct 2007
Posts: 524
|
Quote:
__________________
|
|
|
|
|
|
|
#36 | |
|
Deity
Join Date: Jun 2006
Location: World's largest lentil producer
Posts: 2,057
|
Quote:
![]() "we all know that the AI is very very weak in Civ V. 1. Was the AI that much better in CIV IV or was I a worse player then? 2. If the AI was better in IV what happend? Did the programers not know how to code the ai this time..is it all because of the 1up?" First supposition, I respond with an admission it manages units less effectively and it needs help on gold management and peace offerings - and probably other things not springing to mind. First question, I answer "no, the AI wasn't actually that much better in Civ IV." My answer to the second question is "I believe it's better in other areas, worse in some." What's more, I quit this game for 6 months because of issues. I don't forget that when I assess the game, I just don't see the point in joining the mantra of "THIS GAME IS TRASH! LET IT BURNNNN!" It's a lot better now. I hardly give the game unmitigated praise, but the reality is, I don't see it deserves either that or endless blame. My position is, Civ IV is being overglorified in some ways, and Civ V still does some things well. If you ask me which is a better game, or which was a better game at release, I'll answer Civ IV on both counts - but I do NOT think, and will NOT act, like Civ V doesn't do some things well, and isn't still a good game. Got it? Now, do you disagree with many/any of the points raised, or is this fluff piece all you had to contribute?
__________________
Give me Pro/Org, or give me death! Last edited by AfterShafter; Jun 17, 2012 at 11:36 AM. |
|
|
|
|
|
|
#37 | ||
|
Prince
Join Date: Oct 2007
Posts: 524
|
Quote:
Quote:
There are many things V does right, starting with the pretty landscape graphics, the cool looking leaders, the music and mood in general, the art deco style - but the AI surely is not the part where V shines, and this is the most important part in a game of strategy! Feel free to reply, but don't expect me to change my mind on that one... ![]() *) P.S.: This should also correct your wrong assumption about how I play Civ games. Usually I am rather friendly to the AI as long as they treat me the same way, and I don't really desperately need their land to win. If I were a hardcore player I should have taken him out long ago, but I did not. Becuase I don't try to cheat, trick or exploit them, I'm rather one of those dumb peacemonger / roleplayer types who wants to win the game in a way a responsible statesman would, and not by nuking everyone to the ground. It's a pity the AI in V is unable or unwilling to play the same game...
__________________
Last edited by gps; Jun 18, 2012 at 01:27 AM. |
||
|
|
|
|
|
#38 |
|
Prince
Join Date: Dec 2005
Posts: 318
|
The AI is no worse than CIv 4 , it's nonsense when people pretend CIv4 AI played a great tactical game , it played about the same quality as CIV 5.
The AI outside of combat i think is actually better than CIV 4, certainly no worse. The combat AI needs improvement but it's a lot more difficult for the AI with one unit per hex than a big stack of doom. A human sometimes has to sit there for 10 minutes working out how to move and army up to a city with a mountain in the way. And i know i sometimes mess it up. The diplo AI is hard to judge as the sytem itself is 'meh' , i think the AI is doing an ok job there i just think the diplo itself needs changing to be more fun. |
|
|
|
|
|
#39 |
|
Prince
Join Date: Oct 2007
Posts: 524
|
Agreed, but Civ until V never even pretended to be a tactical game. So you can hardly blame it failing in a discipline it never really tried to compete. For V however there was a deliberate descision to make tactical gameplay based on hex grid and 1UPT a major focus. And if you make it a major focus, you better be good at it...
__________________
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|