Gori the Grey
The Poster
- Joined
- Jan 5, 2009
- Messages
- 13,207
Well, yes, I've had one-city civs for whom joining in on the attack was essentially suicidal, and therefore implausible. But the problem there is upstream, in the mechanic you mentioned where if you entirely eliminate a civ, you take a major reputation hit, so you leave all these one-city civs all over the place. Maybe those civs could be programmed to be quietly giving resources behind the scenes to the viable attackers.To clarify, there is nothing inherantly wrong with the AI DoWing you to slow you down or because it sees you as weak but it is the obvious, false and poorly implemented way it happens.
I have had strategy games (not just civ) where the "we have to kill the player" check box is activated and everyone just DoWs me even if they are my friend or they are the civ i left alive with one city so I didn't get the 'wiped out a civilisation' massive debuff (even though they probably attacked me [repeatedly] ) like it has a final suicide wish.
A couple of big AIs ganging up on me to beat up on me seems fair enough. The whole world DoWing me because we are X turns from me winning, including a load of small AI who I can roll over in 1 turn is obvious, easy to deal with, boring, unchallenging and often just makes the victory more assured as I can now wipe out all my main competitors as everyone hates me anyway.
It is the lazy implementation that is the problem, not the concept.
Anyway, on @aelf's main point, I don't want to sell modders short, but I think "AI playing to win" would probably have to be built into the game from the ground up. As I mentioned in a post a while back, I think it should be, for the players who do want a real challenge. Then, for the lower difficulty levels, just make the AI less effective at doing so.
If I were lead designer on a Civ game, my very first brainstorming sessions with the team would be "how can we design the game so that AI can play it well?" I would take each sub-system--city-building, economics, culture, religion, warfare--and ask "how can this be a thing computers can do well?" The big thing computers can do well is calculate, so I think the answer to my questions would often be to make the choices in the game ones where a very precise calculation can ferret out a marginally preferable result (and the sum total of those would keep the AI players competitive).
I think...
I think...
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