Progressive Production Rates
Of all the innumerable problems with CIV there is a single one that in my opinion overshadows all other issues; that problem being the manner in which the game designers address the issue of difficulty levels. From Monarch level on the AIs are given production bonuses to compensate for superior human play. The bonus is a flat rate and is constant throughout that level of play. The result is that with each progressive level that a player advances beyond Regent the fundamental dynamics of the game change, eventually resulting in a game that resembles CIV III, but has evolved into a game unto itself. By demi-god level you are no longer playing CIV – not in the sense in which the game was ever intended or the players expected it to be. In fact I have written 2 well received articles on the issues of ‘Great Wonders’ and moving from ‘Monarch to Emperor’ for just this reason – BUT, I should never have had to do so - the articles should not exist. Beyond Regent/Monarch the game becomes; ‘Catch Up if You Can: loosely based on the CIV 3 model’. Your options become ever more straight jacketed, the strategic options ever narrower, and your focus becomes increasingly an exercise in attention to minutia.
In spite of all this the inherent strength of CIV III as a game allows players to move up to deity level and still enjoy the game with some room for innovation. This is a testament to the greatest game concept ever made! But, it could have been better – and easily so. Let us not digress into an argument about ‘what the game needs is a better AI!’, IMO this is a complete waste of time. Suffice it to say that to this date in history the ability for a small game company to create a superior AI for a game of this scope is limited by the cost factor and the general level of technological advancement. In all comp-games the AIs will continue to be improved over the coming years – BUT, for the foreseeable future difficulty levels will continue to rely (to varying degrees – depending on the game) on giving the AI built in ‘advantages’ the human player will not have.
Because production rates are set at a flat rate for the entire game, once you master a difficulty level, as the game progresses your position of dominance becomes ever more cemented and the final outcome assured by mid-game. While there are other bonuses given to the AI as you move up in difficulty level – the production bonus is THE most important one. So you move up in level and face a higher AI production bonus, but what occurs now is that the CIV ‘flavor’ begins to fade and is replaced by a game of ‘catch up’. Imagine for a moment a CIV III that had ‘progressive production rates’ triggered by the human the moment he moved into another age! Imagine a Regent level where the AI production rates where as follows: AA=11, MidA=10, IA=9, ModA=8 or a Monarch level as follows: AA=9, MidA=8, IA=8, ModA=7. The exact rates are not important, and I do NOT wish for this thread to be a debate on a non-existent ‘what if’. Had the game been designed in this fashion it would have been a great leap forward in being able to enjoy the ENTIRE game and not just half of it. The trigger for greater AI bonuses being the human player and his game mastery, and the flavor of the game would have remained more constant even at the higher difficulty levels – at least partially so. In a perfect world there would be an editor, which would allow you to set the AI bonus rate for each Age. But lets take this one step at a time and not get too greedy –lol.
CIV 4 will have much in common with CIV 3 – I have little doubt that moving from ‘age to age’ and ‘AI production bonuses’ will still be a part of the new game. What I would like is for those of you that agree with my central premise to email the game designers with a cut and paste of this post – along with your added comment of, “I would like to see something like this too.”
Sincerely,
Ision
Of all the innumerable problems with CIV there is a single one that in my opinion overshadows all other issues; that problem being the manner in which the game designers address the issue of difficulty levels. From Monarch level on the AIs are given production bonuses to compensate for superior human play. The bonus is a flat rate and is constant throughout that level of play. The result is that with each progressive level that a player advances beyond Regent the fundamental dynamics of the game change, eventually resulting in a game that resembles CIV III, but has evolved into a game unto itself. By demi-god level you are no longer playing CIV – not in the sense in which the game was ever intended or the players expected it to be. In fact I have written 2 well received articles on the issues of ‘Great Wonders’ and moving from ‘Monarch to Emperor’ for just this reason – BUT, I should never have had to do so - the articles should not exist. Beyond Regent/Monarch the game becomes; ‘Catch Up if You Can: loosely based on the CIV 3 model’. Your options become ever more straight jacketed, the strategic options ever narrower, and your focus becomes increasingly an exercise in attention to minutia.
In spite of all this the inherent strength of CIV III as a game allows players to move up to deity level and still enjoy the game with some room for innovation. This is a testament to the greatest game concept ever made! But, it could have been better – and easily so. Let us not digress into an argument about ‘what the game needs is a better AI!’, IMO this is a complete waste of time. Suffice it to say that to this date in history the ability for a small game company to create a superior AI for a game of this scope is limited by the cost factor and the general level of technological advancement. In all comp-games the AIs will continue to be improved over the coming years – BUT, for the foreseeable future difficulty levels will continue to rely (to varying degrees – depending on the game) on giving the AI built in ‘advantages’ the human player will not have.
Because production rates are set at a flat rate for the entire game, once you master a difficulty level, as the game progresses your position of dominance becomes ever more cemented and the final outcome assured by mid-game. While there are other bonuses given to the AI as you move up in difficulty level – the production bonus is THE most important one. So you move up in level and face a higher AI production bonus, but what occurs now is that the CIV ‘flavor’ begins to fade and is replaced by a game of ‘catch up’. Imagine for a moment a CIV III that had ‘progressive production rates’ triggered by the human the moment he moved into another age! Imagine a Regent level where the AI production rates where as follows: AA=11, MidA=10, IA=9, ModA=8 or a Monarch level as follows: AA=9, MidA=8, IA=8, ModA=7. The exact rates are not important, and I do NOT wish for this thread to be a debate on a non-existent ‘what if’. Had the game been designed in this fashion it would have been a great leap forward in being able to enjoy the ENTIRE game and not just half of it. The trigger for greater AI bonuses being the human player and his game mastery, and the flavor of the game would have remained more constant even at the higher difficulty levels – at least partially so. In a perfect world there would be an editor, which would allow you to set the AI bonus rate for each Age. But lets take this one step at a time and not get too greedy –lol.
CIV 4 will have much in common with CIV 3 – I have little doubt that moving from ‘age to age’ and ‘AI production bonuses’ will still be a part of the new game. What I would like is for those of you that agree with my central premise to email the game designers with a cut and paste of this post – along with your added comment of, “I would like to see something like this too.”
Sincerely,
Ision