Tomice
Passionate Smart-Ass
I created a thread&poll not long ago about how front-loaded AI bonuses are problematic for late game enjoyment:
I firmly believe that a different approach in this regard would be a major step towards a more challenging late game.
Also, the announced fix for chopping overflow will probably make super early victories a bit harder.
Finally, they very often emphasized the amount of actual playtesting they did and still do at this stage. I can't imagine the problem of too early player dominance completely eluded Carl and his team.
TLDR: Do you agree that the way higher difficulties increase challenge is a hindrance to lategame enjoyment? Would a different approach (less AI bonus upfront, more during lategame) help?
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Gathering Storm will get a future era and many lategame additions, which I like.
Sadly, in most games, you'll have won long before, either literally by achieving a victory condition, or practically by being so dominant that you can hardly fail if you don't pull punches.
This is a problem that could be rather easily remedied IMO, because it's first and foremost connected to how higher difficulty settings help the AI to be more challenging.
http://civilization.wikia.com/wiki/Difficulty_level_(Civ6)
If you follow the link above, you'll see what I mean:
On deity, the AI gets a huge load of free stuff on turn 1 (4 free techs, 4 free civics, 2 extra settlers, 4 extra warriors, 2 free builders,...).
The ongoing bonuses are comparatively moderate (+32% science&culture, +80% gold&production, +4 unit strength,...).
The problem is:
A smart player can easily reap a ton of synergies that are too complicated for the AI to achieve - from farm triangles to golden harbor triangles (city center, harbor with seaport, commercial hub, Reyna --> mad yields). These synergies unlock as the game progresses and give the player an increasing edge especially in later eras. This effect will eventually dwarf the seemingly impressive +80% production (which will often be wasted on pointless, badly placed wonders by the AI).
Overall, it's a challenge of catching up - once you caught up to the AI headstart and bolstered your defenses, the AI has no means to ever threaten you again.
High difficulty games tend to shift from a deadly survival challenge where every click counts to a much easier experience later on.
Another problem:
The huge initial bonuses lock the player out from many gameplay aspects (no chance to get early wonders or unlock a religion!). They also make peaceful play frustrating (as good city spots will be gone due to the free AI settlers).
Higher difficulties basically mean watching the AI build Petra very early, but in a city that has no other desert tile...
Suggested solutions:
This should help the AI to stay competitive even if you caught up to them once.
- Fewer upfront bonuses for the AI early on
- The percent-based bonuses to basic yields should increase per era
- Optional: A free builder when they found a city (the AI tends to lack proper infrastructure)
- Optional: A discount on districts (The AI often doesn't build enough of them)
It would hopefully also increase the fun on higher difficulties due to a more distributed challenge and more viable early game strategies.
The optional suggestions are mostly intended to make the AI look smarter than it is.
Note:
Of course a better AI would be the best solution, but considering past experiences, we should be happy if they improve the AI enough to at least use air units and know how to build a canal or tunnel
I firmly believe that a different approach in this regard would be a major step towards a more challenging late game.
Also, the announced fix for chopping overflow will probably make super early victories a bit harder.
Finally, they very often emphasized the amount of actual playtesting they did and still do at this stage. I can't imagine the problem of too early player dominance completely eluded Carl and his team.
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