Eddie Verdde
Chieftain
- Joined
- Jan 10, 2020
- Messages
- 81
From Civ1 to Civ6, the difficulty levels have been determined essentially through bonuses, meaning that in higher difficulty levels the AI receives more units at the beggining of the game, as well as more gold, science and culture outputs during the game.
This can be frustrating because not only it feels that the AI is "cheating" but also fails to provide an actual smart and challenging opponent.
I propose a different approach to the difficulty levels, based on the likelihood that the AI will make "smart" decisions. Under this system, at the highest difficulty level there's a 100% probabilty that the AI will make an optimal choice while at the lower difficulty level there's only a 10% probabilty that the AI will make an optimal choice, with intermediate values for intermediate difficulty levels.
Example A:
A Barbarian outpost spawns near a city of the AI and the AI doesn't haver enough gold to bribe the barbarians. The "optimal" decision would be to train a military unit and defend the city from attacks. On "deity" the AI would train a military unit 100% of the times. On "settler" he would only do that 10% of the times. On "Prince", the AI would train an unit 50% of the times.
Example B:
The AI needs to reduce unhappiness in its capital, there's a source of diamonds within the city radius and there's a worker available. On deity, the AI will use the worker to improve the resource imediately. On settler, the AI will most likely spend a large amount of gold to purchase a luxury resource from another player or build an entertainment complex wich takes a lot of time.
Example C:
The AI has several marshes and floodplains within some of its cities. On deity, the AI will rush for Etemenanki. On Settler it will most likely build another wonder.
This can be frustrating because not only it feels that the AI is "cheating" but also fails to provide an actual smart and challenging opponent.
I propose a different approach to the difficulty levels, based on the likelihood that the AI will make "smart" decisions. Under this system, at the highest difficulty level there's a 100% probabilty that the AI will make an optimal choice while at the lower difficulty level there's only a 10% probabilty that the AI will make an optimal choice, with intermediate values for intermediate difficulty levels.
Example A:
A Barbarian outpost spawns near a city of the AI and the AI doesn't haver enough gold to bribe the barbarians. The "optimal" decision would be to train a military unit and defend the city from attacks. On "deity" the AI would train a military unit 100% of the times. On "settler" he would only do that 10% of the times. On "Prince", the AI would train an unit 50% of the times.
Example B:
The AI needs to reduce unhappiness in its capital, there's a source of diamonds within the city radius and there's a worker available. On deity, the AI will use the worker to improve the resource imediately. On settler, the AI will most likely spend a large amount of gold to purchase a luxury resource from another player or build an entertainment complex wich takes a lot of time.
Example C:
The AI has several marshes and floodplains within some of its cities. On deity, the AI will rush for Etemenanki. On Settler it will most likely build another wonder.