Kael
Deity
Maian said:Really? I don't see how it ruins the immersion at all - it's perfectly realistic even in fantasy settings. You see examples of it everywhere. In the Warcraft 3 campaign, humans and orcs, which are bitter enemies of each other, unite against the Burning Legion. In LoTR, elves and dwarves dissolve their distrust for each other to stand against Sauron.
I don't see the distinction betwen "not playing to win" and "just being opponents". It's all a matter of challenge, which besides the immersion is what I play game for. And as I've just pointed out above, it's perfectly immersive.
Perhaps you're misunderstanding what I mean when I say "gang up on you". I don't mean that once you reach some critical threshold they'll all start attacking you. Now that's unrealistic and just annoying. Instead they'll be far more hesitant to trade techs, start forming closer relations with others instead of you, and in general start distrusting you. Naturally, you can just do what the US does today - no matter how much the world hates the US, the US holds them by the power of trade and economy. So a nation that focuses on trade and diplomacy can avoid other nations from forming an alliance against it.
I personally want AIs to be as human-like as possible at the highest difficulties, within the bounds of the lore of course. It's much more satisfying defeating a human-like opponent than having contrived handicaps to compensate for inferior AI.
The adjustments for this already exist, they are iWorseRankDifferenceAttitudeChange and iBetterRankDifferenceAttitudeChange. The are set per leader and can be adjusted with the editor. In general good leaders dont adjust their attitude based on rank, netureal leader sdo slightly (dislaking people more poerful than them) and evil leaders do greatly (and are therefor more likely to jump on high ranked players). The adjustments are very slight but you may be able to tune to your prefered level of resistence by increasing the values.