Red Pearl
Warlord
Your right I am a gamist. @Hammer Rabbi and The Pilgrim do you actually crunch numbers when you play?Incorrect. It means one's primary focus is to win by crunching numbers.
Your right I am a gamist. @Hammer Rabbi and The Pilgrim do you actually crunch numbers when you play?Incorrect. It means one's primary focus is to win by crunching numbers.
Well, not exactly the same. Correct decisions are situational and all leaders have their unique perks. But it's an 4X game. The best way to play it is to explore, expand, exploit and exterminate. So the alternative is an AI that is actually trying to do these things.
Another and completely unrealistic option is to develop two different AI's, one for higher levels and one for low-mid levels. How about that, Firaxis?
The fact AI can't win by culture, domination or diplomacy speaks for itself.
I don't see how to make the AIs stronger players without flattening their flavors.
what about:
- using special slots.
- Using GP useful (like not planinting an academy late)
- Choosing useful religion stuff, not random ones
- worker and settler protection (its a bit there on deity)
- trading based on their needs
- beelining science techs
- actually concentrating on some winning condition when close to it
- choosing situation dependent sp
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For instance, a player who wants to win on immortal/deity while being a peace loving, kind and honest leader. Will uphold all their commitments to the AI, won't steal workers, will declare friendships and try to maintain them, only go to war if the opposition declares it etc - then finds out half way through the game that they have no shot at winning and everyone still hates them anyways.
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I do think however, this game could give a little more flavour to the role players (maybe even the numbercruchers) by having more effective diplomacy. ...
Well, I really wouldn't mind to lose if AI put up a good fight and beat me down. Unfortunately all my loses are not caused by that, but by of my own mistakes. Which is very bad.Basically, for number crunchers, winning isn't everything, it's the only thing.
It should not, but it does. Trading system is absolutely one sided.Regarding an AI trying to win, it should not cooperate with the human player unless its own interests are also advanced. I think the Civ 5 AI does a reasonable job at this. I would even say it's a little extreme the way the AI acts friendly to you and then betrays you the very next turn.
I'll speak for myself - sometimes, but not really. I don't consider myself as a number cruncher because I'm not trying to play 100% optimal. However, the volume of non optimal decisions you can make on immortal or deity without jeopardizing your victory is limited and jeopardizing it is not something I'll ever do intentionally.Your right I am a gamist. @Hammer Rabbi and The Pilgrim do you actually crunch numbers when you play?
The problem is their preferences for SP and such interfere with 4x. Kirbdog is currently developing a 'smarter' AI mod. IIRC, he hard coded a reasonable building order (something that human would do) and SP choice of straight Tradition/Liberty instead of random mix of the two and Honor AI loves so much. The improvement was very noticeable.I guess I respectfully disagree. I think the AI civs do try to 4X, but each with their strong preference for SP and other personality quirks (not unlike human players).
Actually, 'teaching' them how to capitalize on their perks won't hurt. Babylon, duh...Short of improving AI battle tatics, I don't see how to make the AIs stronger players without flattening their flavors.
That's not true. You can win peacefully on immortal or deity. I'd even say it's the easiest way to win. Turtle, grow your cities, do some RA's and win through diplo/science. Not gonna happen in every game, but my success rate at this kind of play on deity is pretty high and I'm not that good of a player.For instance, a player who wants to win on immortal/deity while being a peace loving, kind and honest leader. Will uphold all their commitments to the AI, won't steal workers, will declare friendships and try to maintain them, only go to war if the opposition declares it etc - then finds out half way through the game that they have no shot at winning and everyone still hates them anyways.
There are rare cases when AI is able to pull off a diplo win, but I really don't understand how this is happening apart from being overlooked by a player. It takes a minimal effort to prevent somebody's diplo win. And after 1500 hours of playing I've only seen one game where AI was focusing on culture with a decent chance to get there eventually. Both cases are very marginal in my opinion. Unfortunately.I think that might only be true for the numbercrunshers! I have lost to the AI by culture and diplomacy victories, not just science. I stop playing in the cases where I have lost my capital, but mentally I chalk those up to a domination loss.
It's not different. It's the same AI with huge bonuses that it's unable to use effectively. I was talking about a completely separate engines. Totally unrealistic, of course. But a man can dream.@ Different AIs for different style of gamers: Not sure how this came up but they already do that, have done for years - they're called difficulty levels and Civ flavours. Of course, nobody could object to improvements in this area. It's been a weak spot of Civ 5 since it came out and of the Civ series in general.
I imagine that there are a number of folk who play the role they've set out for their civ and attempt to win at the same time. I can't see the problem with that, though if they start saying that the game is flawed because it isn't matching with what they want to do that's a different kettle of fish.
Hopefully BNW will add enough of a viable diplomatic side to things that it'll satisfy role players. It looks like it will but probably best not to get our hopes up.
@ Different AIs for different style of gamers: Not sure how this came up but they already do that, have done for years - they're called difficulty levels and Civ flavours. Of course, nobody could object to improvements in this area. It's been a weak spot of Civ 5 since it came out and of the Civ series in general.
That's not true. You can win peacefully on immortal or deity. I'd even say it's the easiest way to win. Turtle, grow your cities, do some RA's and win through diplo/science. Not gonna happen in every game, but my success rate at this kind of play on deity is pretty high and I'm not that good of a player.
Agree with everything else.
It's a 4x game that greatly penalizes you for one of the Xs (expand). So really a 3.5x game at best
I'm not necessarily talking about just being peaceful. I'm talking the Ned Flanders/Mr Rogers, Kumbaya style peaceful. Try to make and maintain friends or high diplo status, give in to their requests and try to live up to them peaceful role.
There is no doubt that one of the game's (current - wasn't true in civ 4) flaws is it forces you to be your worse possible self. Either a subsequent peacenik, or a ruthless warmonger. It would be nice to win and feel good about yourself, too.
Your right I am a gamist. @Hammer Rabbi and The Pilgrim do you actually crunch numbers when you play?
It always makes me wonder, if the AI was near player level efficient with their resources at Immortal and especially Deity levels, would the game even be winnable?
Not to but try a 20 man WoW raid for some impressive AI in my humble opinion.No games on earth have reached a perfect level of competitiveness. Only humans vs humans games can give these performances.
Ok I'll reiterate with different phrasing.
Civ5 has no story, no narrative except that which you assign it in your head. Civ5 is not a historically accurate game or meant to be a historical simulation. It's a building strategy game with war/tactical elements. You can rpg it if you really want to but it's my take that it was never designed to be played this way, thus you can see why there's gameplay issues if you try to roleplay only a peaceful leader or only warlike.
So this whole discussion of why can't I rpg civ better seems pointless when the answer is civ is not an rpg and has very, very few rpg elements.
The ai discussion, that I can get on board with. The ai doesn't have to be antagonistic in the narrative sense, but they have to be there to provide a challenge to the player. We can simply discuss ai design but it's a separate issue from rpg elements.