Ninakoru
A deity on Emperor
I've been thinking with some of the usual posts talking about:
- How you will not finish industry policy branches, the game is usually over before that.
- How the AI is so stupid that makes more war-oriented policies and branches less useful.
- How the game is easier at lower speed just because the AI is not able to spam units to renew the front lines making conquest much more easy.
- How the game can't be hard enough because the 1UPT makes the AI unit spam useless when there's a point where the active field is already filled with units and more units only mean units waiting to be killed.
I think one of the root problems would be how the difficulty handicaps are set:
- Free starting units and techs.
- Food, maintenance, happiness and worker rate bonuses.
- Cheaper units and buildings.
The problems i see in this are:
- The AI tech advantage give diplo and science wins an edge over the other winning options, specially hampering culture vic, domination can't be compared in the same terms. Each free tech will reduce the winning time 6 turns aprox., and force the player to focus more on science, if only to catch up and keep the AI literacy. Is not a culture victory problem, but a culture problem at a whole, as you will get less policies through it.
This is part of the reason player are pretty much forced to NC rush turns 80-100 in higher diff levels, and the reason most desired classical-ancient wonders are out of reach. With a good start place and some luck and focus you can sometimes beat the AI on the wonder race but is not worthy at all. There is a standard consensus: dont build wonders, do infrastructure and units instead, and steal those wonders later, but this kills part ancient wonder benefit that is maximized if you get them early, not to mention something that should be only applied to military-oriented strats is imposed due to how difficulty works.
- All the boosting based solely on production and economy, does nothing to the battles, other than letting the AI field more units and build them faster. Because of this nature, you will leech this boosts either by trades or by conquering better cities, making the games to last much less turns the higher the difficulties. A faster science makes everything speed up, and culture/religion is not affected by growth bonus unlike other resources.
What I miss is:
- Why not some combat bonuses for the AI against player civs? Due to 1UPT, quality reign over quantity.
If we think about it, what is more dangerous for a Player, an incoming AI army of 6 infantry and 6 siegue units, or 4 infantry and 4 siegue with a 50% combat bonus?
With the AI player fielding more powerful units, military branches would have more sense.
So if we tweak the following difficulty handicaps:
- Remove the free techs for the AI.
- Give to the AI an increasing combat bonus vs players (maybe something like 10% on king, 15%, 25% and 40% on deity)
- Reduce unit maintenance bonuses in proportion to combat bonus (or something like a plain 15% in all above prince diffs).
- Reduce building and unit production bonuses a bit, in order to balance things out (or maybe leaving it as it is).
We get on harder diffs:
- A harder to handle AI at war.
- A bit longer games.
- More presence for religion and culture.
- More freedom in the player science focus.
Well, is just me or anyone else did came to similar conclusions?
- How you will not finish industry policy branches, the game is usually over before that.
- How the AI is so stupid that makes more war-oriented policies and branches less useful.
- How the game is easier at lower speed just because the AI is not able to spam units to renew the front lines making conquest much more easy.
- How the game can't be hard enough because the 1UPT makes the AI unit spam useless when there's a point where the active field is already filled with units and more units only mean units waiting to be killed.
I think one of the root problems would be how the difficulty handicaps are set:
- Free starting units and techs.
- Food, maintenance, happiness and worker rate bonuses.
- Cheaper units and buildings.
The problems i see in this are:
- The AI tech advantage give diplo and science wins an edge over the other winning options, specially hampering culture vic, domination can't be compared in the same terms. Each free tech will reduce the winning time 6 turns aprox., and force the player to focus more on science, if only to catch up and keep the AI literacy. Is not a culture victory problem, but a culture problem at a whole, as you will get less policies through it.
This is part of the reason player are pretty much forced to NC rush turns 80-100 in higher diff levels, and the reason most desired classical-ancient wonders are out of reach. With a good start place and some luck and focus you can sometimes beat the AI on the wonder race but is not worthy at all. There is a standard consensus: dont build wonders, do infrastructure and units instead, and steal those wonders later, but this kills part ancient wonder benefit that is maximized if you get them early, not to mention something that should be only applied to military-oriented strats is imposed due to how difficulty works.
- All the boosting based solely on production and economy, does nothing to the battles, other than letting the AI field more units and build them faster. Because of this nature, you will leech this boosts either by trades or by conquering better cities, making the games to last much less turns the higher the difficulties. A faster science makes everything speed up, and culture/religion is not affected by growth bonus unlike other resources.
What I miss is:
- Why not some combat bonuses for the AI against player civs? Due to 1UPT, quality reign over quantity.
If we think about it, what is more dangerous for a Player, an incoming AI army of 6 infantry and 6 siegue units, or 4 infantry and 4 siegue with a 50% combat bonus?
With the AI player fielding more powerful units, military branches would have more sense.
So if we tweak the following difficulty handicaps:
- Remove the free techs for the AI.
- Give to the AI an increasing combat bonus vs players (maybe something like 10% on king, 15%, 25% and 40% on deity)
- Reduce unit maintenance bonuses in proportion to combat bonus (or something like a plain 15% in all above prince diffs).
- Reduce building and unit production bonuses a bit, in order to balance things out (or maybe leaving it as it is).
We get on harder diffs:
- A harder to handle AI at war.
- A bit longer games.
- More presence for religion and culture.
- More freedom in the player science focus.
Well, is just me or anyone else did came to similar conclusions?