SupremacyKing
Prince
- Joined
- Jun 19, 2014
- Messages
- 564
That's actually the worrisome part.
I think I have said this before but "apollo" really does not feel like "deity" based on maddjinn's LP.
That's actually the worrisome part.
I think I have said this before but "apollo" really does not feel like "deity" based on maddjinn's LP.
I think I have said this before but "apollo" really does not feel like "deity" based on maddjinn's LP.
Game just look easy yes. Hell if it truly end up easier than civ5 deity that's saying a lot...
Well we do have Elodie many harmony points ahead and building the mindflower, despite handing our human player all her money and resources for 30 turns for a worthless city deal.
It seemed to me Elodie was trending toward a sub-300 win but I'm not really clear how long the wins take, obviously.
A question about the starting build order used here.
Why go Old Earth Relic -> Trade Depot -> Worker,
rather than Old Earth Relic -> Worker ->Trade Depot ?
Err..
Is this standard game speed?
Because the AI has entered "the late game" on turn 237... And if this is a 500 turn game...
Where are you getting the "500 turn game" thing from? Civ 5 games were normally over a lot quicker than that, and I thought this game was supposed to be of similar length.
Where are you getting the "500 turn game" thing from? Civ 5 games were normally over a lot quicker than that, and I thought this game was supposed to be of similar length.
CiV is timed so that 2050, which is the trigger for the score based difficulty, is reached on turn 500. This is independent of difficulty level.
I seriously think that we need some mechanic to allow real teams to form from diplomacy. Team-based games tend to last longer, in my experience.
I have a concern that this may indicate that the AI is incapable of preventing snowball AI's from winning it. I.e. they won't unite against the faction who will win the game in order to snipe them in a last ditch effort.
And if they don't do that for snowball AI's, they won't do it for snowball players. Meaning the game will still be easy for experienced human players.
CiV is timed so that 2050, which is the trigger for the score based difficulty, is reached on turn 500. This is independent of difficulty level.
I guess I should really be judging against Emperor, seeing as that's what I play. I frequently have games where I'm comfortably scientifically ahead of the AI, and it is somewhere in the industrial or modern eras when I've finished every tech.It was said in a stream that BE is a bit shorter than CiV, can't remember where I heard it. It's true that CiV had a 500 turn limit on standard speed, but usually it was over WAY quicker. So it's not a surprise 237 turns is "late game" on Apollo difficulty (although it's seems easier than deity in many ways).
I've hit the 500 turn limit a couple of times when I was learning the game.Yeah, but I can't remember ANY game of Civ 5 I've played that actually ran until 2050. Normally a spaceship gets launched or someone wins a UN victory way earlier than that.
That's basically my only real problem with the CiV AI: it doesn't care about losing. They don't do everything they can to defend their last city, they don't do everything they can to prevent others from winning. They are just 'concerned' (without taking action) or sitting ducks until the end.Velasti said:Part of winning is not losing, and the AI in CiV doesn't do that very well at all. And inserting tools into the game to give all players amazing mobility around the map means that the AI has to be even better at defending what they have than they currently are.