But that requires developing tactics and counter-strategies! It's much easier toPlay as Australia and enjoy liberating them.
i.e. As I just did on deity and spent the vast majority of the game in +100% production for the cultural win.
In every game i have played since Rise and Fall. the AI has been relentless in attacking city states. I find this to pretty game breaking and ultimately I have stopped playing for the time. Its kind of frustrating playing at all with this inevitability along with the all the other poor AI behavior. Have the developers addressed this at all? i dont really pay attention to the Civ community but this has ruined my experienced to the point i feel i have to express my concern with the small chance some change can occur.
thanks
Or take over their troops and upgrade them/fight with them. Just converting a galley to a caravel can make a huge differenceThe gameplay way to help city states is to send them a trade route.
But that requires developing tactics and counter-strategies! It's much easier to
get Firaxis to restructure the game so that everyone can win at Deity level.
This is based on only 6 observations, so please take the small sample size into account before placing much (any) relevance on these statistics, but from the Deity level test games I've run to date, here is the average number of City States still alive at various points (based on Standard map size so 12 starting City States):
Average Turn of 1st City State conquest: T24
Avg. City States surviving at T50: 9
Avg. City States surviving at T100: 6.4
Avg. City States surviving at game end: 4
This is based on me as the human player not intervening to prevent City State conquest or to liberate them from their conqueror.
EDIT ADDITION:
And if you care about spread of observations (again, very small sample size of only 6 test games):
Earliest observed 1st City State conquest: T17
City States surviving at T50: high of 11, low of 7
City States surviving at T100: high of 9, low of 2
City States surviving at game end: high of 8, low of 1
I like it. Just like barbs this adds some excitement and choice to the early game. As much as I liked V... the early game was very slow and usually boiled down to clicking next turn into the early middle ages.
Now I have waves of barbs to deal with and the threat of war... depending on how useful AI VS CS is to my long term strategy.
From my observations, I confirm these numbers. At Deity level the CS fall like flies. On average, only a handfull of them are still alive at late game (around T150) and until the end. For me, as I am used to it now, it's not that much a problem, but I fully understand players who are disturbed/annoyed by this AI behavior, espescially as it harm a game design concept and the gameplay around it.
This AI behavior is the result of the improvment of the AI efficiency, and it is a good thing at the end. So IMO, it is out of question to change this. A possible 'fix' IMO would be to 1) make CS more difficult to conquer and 2) add some 'protection lever' for the CS suzerain.
For the 1), the dev already tried some little things, but now we can clearly say that it was not enough. I know that there is a mod that add wall to capitals from the start, maybe it's too much radical, maybe not. But I think it is a good direction to follow. Maybe just give a defensive bonus to palace building, or some bonus HP. Definetely need more of something.
For the 2), I would propose to make a suzerain go to war if one of its CS is attacked. Is it not the purpose of the 'suzerain' role, to protect its vassals? It would make so much sense! With such mechanism, one would think twice before attacking a CS with a suzerain, and obviously some numbers would have to be added in the AI behavior tree for the 'go to war with a protected CS' decision.
Again, I repeat, for me the current state is OK, even if I deplore it because it harm a game design concept and the gameplay around it.
I strongly disagree... now, this is on what I would call an 'irrelevant' sample size, but I tried the walls to CS mod this weekend, and I got trashed 3 times at immortal by turns 30/40... granted it was 3 times with the same game which was a very bad map start with 3 civs very close to me, but even knowing it was coming by replaying the same start, I still got trashed by Mapuche attacking me with 6 warriors combined with Spain attacking from the other side with 3 warrios and 2 slingers...
So ok, yes it was a very bad start, and yes I'm not the best player around either, but what this tells me is that games would be VERY much harder on higher levels if the AI concentrated on the player instead of concentrating on CSses... isn't this what everyones been complaining about, the AI not being a challenge ?
I haven't carefully documented the circumstances of City States that get conquered versus those that don't, so this is just guesswork on my part from what I have observed, but the three factors (other than human player intervention) that appear to most strongly affect whether a City State survives or not are:
- Geography: Starting with a Mountain range protecting one side of their city or starting on an island appears to significantly increase their longevity. Partially because they're located later, partially because they're harder to successfully attack, and partially as an overlap with item 2 below.
- Number of neighbours: City States with a single AI neighbour seem to be left alone more than City States are between two or AI Civs. I don't think this is just a 50% reduction based on the number of AIs who could possibly attack them. I think (but cannot prove) that there may be a tendency for the AI to be more likely to attack a City State that moves them closer to another AI's border.
- Number of Inter-AI Wars: When they capture a City State from a neighbouring AI during a war, the AI appears to prefer to liberate the City State rather than keep it (even if they subsequently attack the City State later). Thus, warfare between the major AI civs sometimes results in some of the initially captured City States being subsequently liberated. The slowdown in the pace of City States disappearing after T100 in the test games I've observed appears to have more to do with the liberation of some of the previously conquered City States than with any slowdown in the number of City States being attacked and conquered.