Advantages of Overpowered Civs

TallJimbo

Chieftain
Joined
Nov 16, 2007
Messages
16
Location
Davis, CA
While it's understandable that one of the goals for the mod is to have all the civs and leaders relatively balanced, I have to admit that I've grown quite fond of having some of them be quite overpowered. Not because I play AS them, but because they make the late-game more interesting when I play against them.

In the last three or four games I've played, the Calabim have ended up dominating the rest of the AI opponents, and have vassalized pretty much everyone I haven't. It means that even when I've developed into a superpower, I've almost always got another superpower to contend with, rather than a bunch of wimps, or even a number of moderately strong opponents who would still have to voluntarily band together to pose a threat to me.

I'm a little concerned that once those balance issues are fixed, or the AI gets better at utilizing the features of the civs it plays poorly right now, the game might actually get less interesting.

Given that the team is wrapping up the "major features" phase of building FFH2, does anybody have any simple ideas for game options (perhaps challenge modes?) that could produce this sort of late-game arch-nemesis dynamic even with balanced AI civs?
 
What about once the player's score reaches a certain point they trigger an alliance that is formed against them? Something along those lines.
 
Bad boy being introduced would be a huge boost to stopping both rampant player and AI expansion and forming roughly equal alliances and civilizations.
 
Given that the team is wrapping up the "major features" phase of building FFH2, does anybody have any simple ideas for game options (perhaps challenge modes?) that could produce this sort of late-game arch-nemesis dynamic even with balanced AI civs?
Lately, I've become quite fond of stuffing Huge Erebus maps with civs, and running Final Five. I pick a civ to play, and then set each of the other 18 civs (26 in Fall Further) to appear, randomizing their leaders, if more than one is available.

I also run advanced start, raging barbarians, barbarian world, abundant wildlife, Gifts of Amatheon, no tech bartering, and in Fall Further, all Unique World Features.

I've found that with Noble to Monarch level games, and my builder/turtle/occasional rush play style, by midgame, there are often one or two other viable opponents. A lot of this depends on which civs drop off from Final Five culling, and which are overrun by other civs/barbarians. Luck of the draw in geography obviously comes into play, as well.
 
As the AI starts to learn how to play (or rather, as Kael and team teaches them to play) each civ should become a viable opponent in the late game. It should all depend on how they utilize their empire, not cause they are inherently powerful.

Though, some civs might be powerful with a small empire, and some only get there with a larger.

Btw, try playing with Permanent Alliances. That often forms mighty enemies.
 
Perhaps game option "Arch-nemesis" that gives a random AI all the benefits of two difficulty levels higher (free units, discounted tech, bonus vs barbarians, etc).

Alternately it could just give the chosen civ a 10-20% discount on all tech and production.

This seems to be the kind of thing you want, a late game dominating opponent, and leaves you being surprised by who it is, rather than always horselords or vampires.
 
Perhaps game option "Arch-nemesis" that gives a random AI all the benefits of two difficulty levels higher (free units, discounted tech, bonus vs barbarians, etc).

I like that idea, but make it an enemy who you are locked into permentant war with. You should put it in the Challenge thread. :goodjob:
 
...Btw, try playing with Permanent Alliances. That often forms mighty enemies.

Ugg don't reminded me :gripe: that brings back a reckon good memories of a game that had only 1 full turn left and them dark elfs and the Hippus joined up and beat me by 2 points *2* UGG :cry::cry: :)

It was a long hard fought game and I had already dominated much of the world. Did NOT expect that one... :crazyeye:
 
Ugg don't reminded me :gripe: that brings back a reckon good memories of a game that had only 1 full turn left and them dark elfs and the Hippus joined up and beat me by 2 points *2* UGG :cry::cry: :)

It was a long hard fought game and I had already dominated much of the world. Did NOT expect that one... :crazyeye:

That's a too Dark Elf move to be totally unexpected.
 
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