MantaRevan
Emperor
- Joined
- Oct 9, 2011
- Messages
- 1,541
A bit surprised dumb AI has so many votes, especially when compared to shoddy, one-way diplomacy, a grotesquely out of hand warmonger penalty, and terrible social policy balance.
A bit surprised dumb AI has so many votes, especially when compared to shoddy, one-way diplomacy, a grotesquely out of hand warmonger penalty, and terrible social policy balance.
I would also seriously love to see a big-time ranged units nerf, though.
Dumb AI has a lot to do with the poor Diplomacy.
I voted Dumb AI because:
- Failure to grasp the big picture.
- Combat is still lacking.
- Raging Barbarians are still inadequate
- Poor diplomatic choices.
Wow, I'm surprised that NO ONE said it's too hard![]()
It's kind of ridiculous that increasing the difficulty just gives the AI more advantages over the player, as opposed to making the AI more of a challenging opponent. COD wouldn't be any fun if "playing at a higher difficulty" meant fighting bots with extra health and super speed. The AI gets smarter with each difficulty, and that's how Civ should be.
A bit surprised dumb AI has so many votes, especially when compared to shoddy, one-way diplomacy, a grotesquely out of hand warmonger penalty, and terrible social policy balance.
I would definitely support dumb AI vote if warmonger penalty was still weak from vanilla.
Anyone feel that food is overpowered and that science should not be a function of population size?
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If the biggest problem is dumb AI (I think it is), then why dont you guys play it against each other?
I kind of agree with what you guys are trying to say, so the AI is not that dumb in the harder levels at times where they sometimes wonder spam back, take the wonder and have you paid. Another issue that could be a problem that isn't mentioned could be a bad starting location for a few players. The game could still add more things to allow players to still be a challenge while having a bad start (i.e tundra start with dance of the aurora) .
"Dumb AI" is not itself a problem, it's a symptom. All an AI code does is tell the program to respond in a certain way given a particular situation, a series of IF...THEN statements in essence. This is intrinsically difficult for a strategy game with as many variables as Civ, and an AI will come across as "dumb" if a design is overly complex or doesn't provide the game with suitable options.
Give gold per turn to have open borders, yet they don't even know where your lands are? Seriously?
I disagree that it's just a symptom.
For example, making a defensive pact with 2/3 of the world should signal to the AI that attacking you is ill advised. I've seen this time and time again where a weak civ will still fight a massive alliance. IF...THEN statements should clearly make the AI reconsider its strategy.
On the other hand, the AI that is already losing a war badly and is either in no position to join another war, or offer aid should simply refuse. It's not complicated, and if the AI wasn't so stupid it could recognize this.
It's the fact it can't evaluate diplomacy AT ALL on a legitimate level, it requires cheating to make it "tougher",
For example, distance to target for pacts to join an alliance or declare war would prevent stupid agreements. Evaluating trades of gain versus loss (with relations as a modifier) would also help. Give gold per turn to have open borders, yet they don't even know where your lands are? Seriously?
I think the Civ AI is constrained by its choices just like the human players choices are constrained. The social policies should be more open and/or offer more flexibility. The social policies really need to be structured for change and should not be static through time or it could be a combination of static and changeable policies.
I liked how in games past you were allowed to change governments if you were willing to go though your period of unrest. Why can't we do the same with social policies? The more policies you want changed the longer the unrest.
I also think they should think about bringing back government types which would essentially be ideology modifiers.
I voted for Tall Empires as being the biggest problem and now I'm modifying that to the structure of social policies and ideology to being the biggest problem.
Actually, in the game I just finished I changed ideology for the first time; the Inca decided - while I was at war with them - to adopt an ideology, and went for Autocracy, the ideology of their French neighbour (and also enemy at the time). Spain happened to adopt Autocracy at the same time. This sudden wave of autocrats led to immediate revolution among both the Huns and the Ottomans, leaving just Babylon (Order), me and Venice (both Freedom). My tourism was twice as high as anyone else's individually, but not enough to resist ideological pressure and I started getting dissidents. So I switched before facing more severe repercussions than losing a couple of turns' research and two ideology policies.
It's a good system but much too late in the game to be much more than flavour, or for penalties to be serious if you switch ideology early enough.
An ideology modifier is basically a social policy, and the social policies already have the names of past games' governments and/or civics.
That's a flavour issue, but it's not one of the more significant game problems Civ V faces.