Dale
Mohawk Games Developer
- Joined
- Mar 14, 2002
- Messages
- 7,846
Wow, you still keep on reading this forum. You must still be very interested in the game.
Is there anything wrong with coming here once a week to see if they have fixed the AI?
Wow, you still keep on reading this forum. You must still be very interested in the game.
It's an interesting psychological argument, the severity of punishment (wrt. decision and consequence). I mean it's vaguely a part of the whole design process, but obviously psych. feedback is (more and more) important in games design. Is stepping up a particular punishment (or reward) always a good design principle? Or does it mask a weakness in the underlying design?
Do you find CiV's decisions softer because you acclimatised to harder choices in a previous game, or vice versa?
The problem is the sheer volume of meaningless (or difficult-to-measure in impact) choices that populate the game between ones that matter
Nice! I would love to be a fly on the wall when Sid plays a game of Civ6."A good game is a series of interesting choices." - Sid Meier.
Dunno if I understood your argument correctly, but if I revisit Civ 4 and easily handle the top difficulties, I will rethink my own arguments against Civ 5 and 6 regarding difficulties.
Civ6 is a flow of events that are rather meaningless and inconsequential, because first and foremost, the AI will never pose any threat.
I think that's the main issue. In civ 4 you must constantly be prepared to be able to defend against a stack of doom with enough collateral damage units and defending units. In civ 6 you just need 3-4 ranged units and you're good to go. Even if the AI attacks you, you can still start producing units after the DoW as AI needs so much turns to surround your city. That's also why I never need those military card slots.
Always being able to buy units makes life easier as well - given complaints about that system in Civ V I'm not sure why it still exists. Quite possibly if gold-buying was restricted to buildings the game may be a bit more challenging militarily.
Though you'd still have to contend with the AI. I started another of my occasional forays into Civ VI yesterday and rolled an archipelago map. It's outright embarrassing to keep beating the AI because it jumps all its units into the water undefended and, if you have a galley or even an embarked unit nearby, instead of retreating the enemy swarms around it because it apparently hasn't been coded to realise embarked units can't attack. That's not an issue Civ V ever had in my recollection (it would leave units undefended and was reluctant to cross oceans - something Civ VI isn't - but it wouldn't leave units sitting dumbly while being attacked by warships) so I have no idea why anyone would ever have coded it that way.
This isn't about gold rushing. Civ 4 had the whip, which was just as crazy as the gold rush if not more so.