aelf said:
Hmm... I'm starting to think that there's a flaw with such a logic.
I think voek hit the nail on the head when he said that the handicaps have previously been designed for an inferior AI so they're actually obsolete now. And, as he has also pointed out, since the AI is better at managing its economy but still has the same handicaps, using force to crush them becomes paramount. Those who do not want to subscribe to a very aggressive style of play are the ones who have to drop a few levels.
Well, if this situation is going to remain, why not rename the difficulty levels? Beginner -> Very Easy -> Easy -> Builder -> Aggressive -> More Aggressive -> Very Aggressive -> Extremely Aggressive -> Impossible.
I'm trying to sum up in my own mind exactly what I see as the problems with the AI handicaps, still can't put it precisely but here's an attempt.
Firstly let me congratulate Blake on his skill, and doing a job with the AI that seems to outstrip the combined capabilities of the Firaxis AI programmers. He's done an amazing job, and should continue with his upgrading. The AI now plays a MUCH better gameplan all round, this is to be approved of by all.
The problems at present lie in the fact that the game as a whole, wasn't really designed to be played with an AI this good.If an AI uses slavery, chopping, religion etc all in the most efficient ways possible, then given a lvl playing field, with no bonus to either the player or the AI, this then demands the player uses these traits optimally too.
At present, the lower skill player has lvs like settler, warlord and chieftan, where they get various bonuses over the AI, yet even at this lvl the AI has "unseen" bonuses one of the most important being its cheap troop upgrades.
My main concern though is the scewered techline which I believe is now evident with all lvls noble and above. I'll take Monarch as it what I'm used to. The single fact of placing a heavier weight bias towards researching alphabet in the patch has had a
huge effect on the timeline. It's only logical, that if tech is traded earlier in the game, then techs beyond this will be researched fasteer too. And this has a cumulative effect of propelling the world's tech rate forward even faster, for example if education is researched earlier and shared earlier, with unis being built earlier, then the next techs will be researched earlier and so on. Its a progression that gets faster and faster.
Now Blake has stated that the "AIs really do research that fast", and don't rely on earlier and more tech trading as a crutch, Well fine, I believe him totally and have no problems with that statement, yet this faster individual research, combined with a much earlier "tech sharing" can and does produce research faster than the game is balanced for. I, for one have seen the industrial age reached in 1350AD on monarch.
A problem with this faster tech timeline, is illustrated through something which has annoyed many players for a while, but was always there for balance. That is, the way that in trading, demands and the like, there is one set of rules for the AI and one for the player. Some examples:- (if you play aggressive Ais) you start off with negative modifiers towards each civ, that they don't have with each other. In trades, the higher the lvl, the "better off" the deal must be for an AI to accept it. The AI will ask you for tech, or war help or to stop trading with another civ, and then get pissed off when you refuse. They will not do this with each other.
This all leads to the fact that given 12 total civs on a map, you will (even as a peacemonger) be lucky to be able to trade with 4 of them by midgame, whereas because the AI doesn't have all these modifiers with each other, its is quite possible for one peacemonger AI to be trading with 8 or 9. These AI nations can and do act as "tech hubs" for the whole world, they always have done. Except before, the AI needed this trading imbalance to stay competetive in the game now it really doesn't, it just propels a scewered timeline forward even faster.
Playing a generally peaceful game (not something I generally do myself), but as pointed out by Aelf and others should always remain an option, becomes increasingly difficult. If all nations have the same amount of land, and are working it with equal effectiveness, then how the game works at the moment, the player will gradually fall further and further behind in tech, partly due to the Ais greater trading possibilities and partly because of the bonuses the AI receives. Therefore, the player needs more land to remain competetive, which can only really be achieved by warmongering. The notion of using a more powerful AI civ as a "protector" is fine in principle, but they are unlikely to aid you in a war declared upon you, unless you have something to bribe them with, which is generally tech. Which playing peacefully, you are increasingly unlikely to have.
Anyways, this ramble has gone on far to long, I'd just like to say again that Blake is doing an excellent job with the AI and hopefully will continue to do so. Game rebalances are definetly needed, but that's not really his job to do, just making the Ai better is a massive task on its own.