AI starting tech bonus

Staal

Warlord
Joined
Sep 28, 2010
Messages
192
Is it really necessary to give higher level AIs additional starting techs in order to make them tougher?

It is reason why most early Wonders are extremely difficult, or practically impossible, on Deity unless you get a perfect start for that particular Wonder.

Would it not be possible to make the AI hard to beat without essentially sacrificing that part of the game when playing at higher levels? The production/tech research bonuses the AI gets is fine as it makes up for their inefficiency compared to a human player.

Wouldn't increasing those efficiency bonuses make the AI sufficient hard without having to give up on a fun part of the game right from the get go?
 
Is it really necessary to give higher level AIs additional starting techs in order to make them tougher?

It is reason why most early Wonders are extremely difficult, or practically impossible, on Deity unless you get a perfect start for that particular Wonder.

Would it not be possible to make the AI hard to beat without essentially sacrificing that part of the game when playing at higher levels? The production/tech research bonuses the AI gets is fine as it makes up for their inefficiency compared to a human player.

Wouldn't increasing those efficiency bonuses make the AI sufficient hard without having to give up on a fun part of the game right from the get go?


I guess.

But there is a fine line between a "right" deity level, and making the human player steamroll the AI early in its game before it get its momentum up, and making the AI snowball effect eventually too big with the bonuses that goes on through the game.
 
That should be easy to mod. For civ5 there is a mod which just removes the free starting techs for the AI.
 
There's also a mod that removes starting bonuses and instead just scales up the %-bonuses during the game, but I forgot it's name.

I used to play with it quite a while ago and preferred it a lot.
 
One could also have a "rubber band" type bonus...AI bonuses that grow based on the level/lead of the human player. (+20% to research & culture per # of tech/civic lead the human players)
 
Is it really necessary to give higher level AIs additional starting techs in order to make them tougher?

Yes and no. What it achieves in Civ5 is mostly to give the free worker(s) something to do other than farms. So free mining, AH. The AI also quickly runs out of buildings early on so letting them make granaries is not a bad idea.

It is reason why most early Wonders are extremely difficult, or practically impossible, on Deity unless you get a perfect start for that particular Wonder.

Yes and no. It is the reason because of the way the AI is programmed on default and will prefer to make wonders instead of settlers. A feature people like of my civ5 mod is that it's often very easy to get early wonders because the AI is not as interested in them. It preffers expanding, infrastructure and making an army.
Which in my opinion is the right move for the AI anyway considering it gets no early bonuses for wonders while it gets huge bonuses for everything else. If I were an AI and asked whether I make the GL or a Library + Granary + Shrine + 2 Archers then the GL is usually the inferior choice.

The reason is partially the techs. The real reason is AI senseless wonder focus.

Would it not be possible to make the AI hard to beat without essentially sacrificing that part of the game when playing at higher levels? The production/tech research bonuses the AI gets is fine as it makes up for their inefficiency compared to a human player.

Self promoting my mod here again as a proof that yes it is possible. Writing the AI logic so that it is not so focused on wonders is possible. Mostly by improving its need for expanding early, basic infrastructure and valuation based on turns needed for completion. When I see an AI that has 2 cities by turn 50, no matter how many wonders it has I know it is a fail AI that will just do nothing that game.

Wouldn't increasing those efficiency bonuses make the AI sufficient hard without having to give up on a fun part of the game right from the get go?

Yes of course you can always make an AI that instant build anything and techs everything in 1 turn ;) But that wouldn't be really fun either. Although see point 1. If you want the free workers to be really useful you at least need to give the AI the improvement techs.
 
Yes I see your point about the workers requiring the techs.

I just hope they program the AI as you suggest so that early Wonders are no longer a lost cause at higher difficulty levels.
 
Yes I see your point about the workers requiring the techs.

I just hope they program the AI as you suggest so that early Wonders are no longer a lost cause at higher difficulty levels.

With the new builder mechanics, workers are so different, this just don't apply to them :)
 
Yes I see your point about the workers requiring the techs.

I just hope they program the AI as you suggest so that early Wonders are no longer a lost cause at higher difficulty levels.

It will mostly depends on how the AI is programmed. Often in civ5 what happens is that the AI will devote one city to wonders, often the capital and that one will just make wonders when available regardless of anything else. When you have multiple AIs doing that you end up with very little for yourself unless you beat them to a tech.
 
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