chillbaka1
Chieftain
- Joined
- Nov 13, 2016
- Messages
- 46
So ive played about 170 hours on civ 6 so far, but have yet to finish a game. My first couple of games were the typical "well ive won, and theres no point in clicking through 40 more turns." King was way too easy, so I bump up to emperor, lag behind for a while, but then after 100 turns im obviously going to win. Then the same thing on immortal. I personally am not a super competitive player, I play to create a story of my civilization. For example, in civ 5 I loved getting enough GPT to be able to fund wars against the next biggest power, or using city states for a sort of "cold war."
Anyways, sorry for the rant but its killed me to see that its all gone in this game. In my last 3 games I was trying to do something similar, giving whoever is at war with the biggest power (usually kongo) like 8-10k gold along with whatever strat resources they needed, but nothing happened. Try funding the largest power to have him take over the world (like genjis khan and shaka zulu did in V) and nothing happened. Nobody EVER takes cities which is extremely frustrating, so I decided to run a test.
I set up a game on 6 leaf clover, deity, abundant resources, balanced start, start in modern era, domination victory only. Starting in the modern era eliminates religion so the AI cant even devote resources to it (i assume that the AI doesn't know when certain victory conditions are disabled.) I get 4 decent cities and just produce units to line my border with an impenetrable defense. Produce some spies and scouts, get open borders with everyone and place the spies and scouts so I can see everything happening in all possible battleground zones. Here's what my conclusions are after about 200 turns.
-The AI will not attack a unit unless it has a chance to kill it that turn. this is why they rarely kill your units, even on deity. Barbarians do not have this mechanic which is why they seem to have a much better AI and seem to be more difficult, even when you have +5 combat strength.
-The algorithms used for bombard units are absolutely useless. They do not know that they can't fire after moving so they try to move, realize they cant fire, then pillage. Repeat until dead. In the rare occasion that they don't move, i've only seen them fire on units.
-Bombard units and normal units do not communicate (in coding terms) with the other units that are trying to take the city. This is why cities are only taken in the classical/medieval era due to battering rams and siege towers. Say we have 12 mamluks and a siege tower (which i've seen take a city of mine.) They "know" that with the tower/ram they will do X amount of damage per turn and receive X damage, and therefore can take the city in X amount of attacks. If the ratio meets some value requirement, then they will take the city. The problem is that along with bombard units not knowing they cant move and attack, they do not know that their job is to destroy the walls. Without something to destroy the walls, normal units calculate their damage to themselves and to the city and the attacks/units required to take the city. The ratio does not meet the requirement so they never try.
-Units value self-preservation too much. This is why in the late game, we see 20+ helicopters/tanks looking like they are preparing for an invasion, but only seem to line up against each other.
-The AI values short term gains over long term ones. This is why we see them pillaging everything to receive the loot rather than taking the city.
-The AI is completely incompetent with air units, and i question whether or not air units actually have any algorithm at all.
-Ranged sea units seem to be completely lacking an appropriate algorithm. They act more like bombard units rather than ranged units, and seem to do absolutely nothing.
-The AI seems to declare war with the purpose of killing units and pillaging rather than wanting to take a city.
-The AI values resources/greatworks/gold over cities, and does not seem to compare a cities science/gold/culture output to the long term value of trades.
So whats my solution? Firaxis, please please PLEASE use the same mechanics and algorithms used in civ V until you are able to fix these problems. If need be, use the same movement cost system, bombard units needing to set up, and other things that allowed games in civ V to actually be fun. Let me know what you guys think.
Anyways, sorry for the rant but its killed me to see that its all gone in this game. In my last 3 games I was trying to do something similar, giving whoever is at war with the biggest power (usually kongo) like 8-10k gold along with whatever strat resources they needed, but nothing happened. Try funding the largest power to have him take over the world (like genjis khan and shaka zulu did in V) and nothing happened. Nobody EVER takes cities which is extremely frustrating, so I decided to run a test.
I set up a game on 6 leaf clover, deity, abundant resources, balanced start, start in modern era, domination victory only. Starting in the modern era eliminates religion so the AI cant even devote resources to it (i assume that the AI doesn't know when certain victory conditions are disabled.) I get 4 decent cities and just produce units to line my border with an impenetrable defense. Produce some spies and scouts, get open borders with everyone and place the spies and scouts so I can see everything happening in all possible battleground zones. Here's what my conclusions are after about 200 turns.
-The AI will not attack a unit unless it has a chance to kill it that turn. this is why they rarely kill your units, even on deity. Barbarians do not have this mechanic which is why they seem to have a much better AI and seem to be more difficult, even when you have +5 combat strength.
-The algorithms used for bombard units are absolutely useless. They do not know that they can't fire after moving so they try to move, realize they cant fire, then pillage. Repeat until dead. In the rare occasion that they don't move, i've only seen them fire on units.
-Bombard units and normal units do not communicate (in coding terms) with the other units that are trying to take the city. This is why cities are only taken in the classical/medieval era due to battering rams and siege towers. Say we have 12 mamluks and a siege tower (which i've seen take a city of mine.) They "know" that with the tower/ram they will do X amount of damage per turn and receive X damage, and therefore can take the city in X amount of attacks. If the ratio meets some value requirement, then they will take the city. The problem is that along with bombard units not knowing they cant move and attack, they do not know that their job is to destroy the walls. Without something to destroy the walls, normal units calculate their damage to themselves and to the city and the attacks/units required to take the city. The ratio does not meet the requirement so they never try.
-Units value self-preservation too much. This is why in the late game, we see 20+ helicopters/tanks looking like they are preparing for an invasion, but only seem to line up against each other.
-The AI values short term gains over long term ones. This is why we see them pillaging everything to receive the loot rather than taking the city.
-The AI is completely incompetent with air units, and i question whether or not air units actually have any algorithm at all.
-Ranged sea units seem to be completely lacking an appropriate algorithm. They act more like bombard units rather than ranged units, and seem to do absolutely nothing.
-The AI seems to declare war with the purpose of killing units and pillaging rather than wanting to take a city.
-The AI values resources/greatworks/gold over cities, and does not seem to compare a cities science/gold/culture output to the long term value of trades.
So whats my solution? Firaxis, please please PLEASE use the same mechanics and algorithms used in civ V until you are able to fix these problems. If need be, use the same movement cost system, bombard units needing to set up, and other things that allowed games in civ V to actually be fun. Let me know what you guys think.