Any mod that proves whether players like/dislike AI playing for victory?

In Civ 1 howitzers ignored city walls, so typical 3 x riflemen AI defence was easy to defeat. To survive, the defender had to take the initiative and destroy howitzers.

In Civ 6 I can park archers behind the city tile and shoot attackers on the other side of town :confused: Defending is made too easy.
 
In Civ 1 howitzers ignored city walls, so typical 3 x riflemen AI defence was easy to defeat. To survive, the defender had to take the initiative and destroy howitzers.

In Civ 6 I can park archers behind the city tile and shoot attackers on the other side of town :confused: Defending is made too easy.

Defending is too easy but it's certainly considered as a feature rather than a bug. Otherwise it would have been addressed at some point over the last 15 years.

I think Firaxis could learn from how Nintendo handles the difficulty curve. Nintendo games are very accessible at first, even reaching the end credits can be achievable without excessive difficulty. But gradually, without even noticing, you're invited to test yourself a bit more in optional contents. You then realize that's harder than expected, but it still feels doable, so you just keep trying. In the end, those challenges that you weren't actively looking for become the most memorable moments you had in the game. Those where you had the most fun.

Sure, many players don't launch a game with the intent to struggle, but that doesn’t mean they wouldn’t enjoy it if things actually turned challenging.
 
I thought Civ V handled it well. It usually comes after you've conquered your third capital, so you've made it clear to the entire world that you're a menace. In the diplo screens, you've been getting the "they have concerns about your warmongering" message. It's a plausible response on the part of the world to your actions.

If it comes again just to stop you from winning the game, that has built into it the historical implausibility that "how do these civs know we are reaching the 'end' of history?" But that implausibility is built into there being victory conditions at all, so it's one I've already swallowed, just to play the game, as a game, at all.
This. I heard people complain its too "gamey" when the AI's do this. But it mimics human behaviour perfectly. I hardly think that if you were playing RIsk with 5 buddies, and one guy takes over Asia / Australia, the other 4 are going to fight amongst themselves and let you steamroll. No way. At least my friends wouldn't.

Heck the entire history of Germany over 500 years has been that dynamic. When Germany becomes too powerful, all of its neighbors gang up on it and cut it down to size.
 
This. I heard people complain its too "gamey" when the AI's do this. But it mimics human behaviour perfectly. I hardly think that if you were playing RIsk with 5 buddies, and one guy takes over Asia / Australia, the other 4 are going to fight amongst themselves and let you steamroll. No way. At least my friends wouldn't.

Heck the entire history of Germany over 500 years has been that dynamic. When Germany becomes too powerful, all of its neighbors gang up on it and cut it down to size.

Yeah. You really want the AI to mimic human behaviour. 😵

Do you remember the abomination in 5 when they had the AI rage quit? 🙄
 
Still, the biggest threat in civ 7 for your cities isn't the other players, but the coastal independent powers. If they arrive at your freshly founded town with 3 galleys... argh!
I would say that easily 20% of my games end by IP. Either 1 coastal or 2 nearby sending 6 warriors very early.
 
I've played the most Civ3, though I got into the series with Civ2. My experience with both Civ3 and Civ4 -- especially on continents maps -- was that an AI player on the other land mass had the potential to runaway. They often, but not always, gobbled up some cities from their neighbors. They would build towards a culture or diplomatic victory. If they had a tech advantage, it was progressively harder to invade them and stop them from winning. The Civ3 AI (especially certain leaders) love building wonders; all the AI love constructing culture buildings. Both of those are key to culture wins.

I played the least Civ5, but I have seen some interesting behavior in the Civ6 AI players. They will pursue the culture/tourism, religious, and diplomatic victories. Each of those involve *building*, rather than conquering. Building wonders for diplo victory points happens, albeit at a slower pace. Certain leaders build lots of Theatre Squares and put Great Works in them. If I'm pursuing space (as I often do) and did not engage in military actions in the Medeival/Renaissance, the AI are contenders for the diplo victory by turns 350-400. Yes, yes, I know, don't let the game go on that long. But my point is: the AI do pursue a victory condition.

The current AI don't min/max to achieve that victory condition. But if I don't keep up with them, they will beat me to the Statue of Liberty. They will spam Apostles to convert their neighbors and me, if I don't stop them.
 
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