Semantics.
It really was just to show that every feature is going to have a group of people who complain about it.
I understood where you were going with your comparison, but I personally feel like it's the proverbial comparison of an "apple to an orange": AI intelligence is not merely a
feature of Civilization -- connoting it is just an addition or bonus to the game. It is so much more than that.
What tricks?
If I were a Monarch player in Civ, I'd like to see the AI use all the tricks it has in its book - not just most of them.
The AI is already programmed this way. And, therein lies the problem:
it doesn't know any tricks!!! At every level, the AI is a blundering imbecile incapable of implementing any modicum of strategy.
As others have said, all this does is limit the number of viable strategies at higher levels. Conquest becomes vital and often leads to what seems to be the most widely achieved high-level victory, Domination (though by limiting victory conditions [a form of manipulation akin to cheating, imho], others can be achieved).
Sound logic.
This is like a complete newbie messing with the game without really understanding what anything does.
...
Anyway, those last two levels employ some level of cheating, but it's what I consider passive cheating because it gives the AI knowledge. It's not active cheating like giving him 20 extra hammers per city, 50% chance to win any battle regardless of the odds, etc.
Though I don't necessarily agree with all of Daedal's specific changes, I commend and support the logic behind them whole-heartedly.
That logic is to create an AI which at least to some degree 'thinks' and performs similar to how a human player would. Of course, the level of programming necessary to mimic an experienced player would eventually reach a plausible limit, and
cheating would need to be implemented.
I simply feel the CivIV programmers gave up a little too early is all.
Human levels made into AI levels.
There are numerous strategies we've developed while playing CivIV (thanks mostly in part to these boards). Sadly, even some of what we refer to as "basics" appear to be completely lost on the AI at all levels of play.
Many people seem to be against 'dumbing down' the AI at various difficulty levels. I'm still trying to figure out how this is any different than the current method of penalizing the AI. Additionally, this is already how the 'human levels' are determined -- based on your 'dumbness' to the ways of CivIV!
- Settler. A Settler-level human is basically ignorant to all ways of CivIV and so blindly clicks buttons with little understanding or regard for the consequences.
Similarly (as Daedal put forth), the Settler-level AI should also act quite random -- teching and building with very little direction.
- Noble. In addition to Daedal's 'middle level' (4), the AI would also begin introducing various gambits -- most of which can be found in one of Sisiutil's War Academy Articles. This could also include technology beelines -- such as Alphabet, Music, Liberalism, MT, Democracy, Biology, Mass Media, etc.
It is my opinion that ALL of these gambits and strategies should be made available to the AI at every level. The difference between the various levels is determined by how many gambits the AI will attempt in any given game and even why they are sought.
At Noble level, perhaps 3 gambits will be randomly selected.
- Prince. In addition to implementing more gambits, the Prince AI would be set apart by its utilization of specialized economic models (what we call "CS/SE/FE") and city specialization (such as
farms,
/
cities,
cities, etc.)
The Prince AI might implement 6 or 7 gambits (whatever is determined to be ideal), and has a decent understanding of the ideal use of Great People with an emphasis still on settling.
- Monarch. I envision this as the "new middle level". This is when the AI not only knows every gambit, but also knows which ones are most likely to succeed and which ones are most crucial to their winning strategy (i.e., the Monarch AI typically won't try to build the Pyramids if it has no Stone, is Financial and/or is running a CE.)
This is also the level when the AI plays to its leader traits, UU/UB and immediate resources very well. (Such as bypassing unnecessary or redundant technologies and/or beelining the UU/UB technology.)
Finally, the AI fully understands
pools and how to make the most of them -- especially where 'timing' specific Great People is concerned.
- Emperor. At least as far as my imagination will let me go, this is when cheating comes into play -- such as extra units and technologies, discounts, etc. (Much of what we see now.)
- Deity. I would want to see this level include a 'twist'. Basically, every AI would perform at the Immortal level except one -- which would be the Deity. After the map and starting locations have been determined, the AI checks every starting civ's location and calculates which starting location is the "best" (based on the available
and
resources, proximity to other civilizations, etc.) and give that civ Deity status.
That Deity civ would have complete knowledge of everything in the game -- including all resource locations, other civs' building and research choices, unit locations, etc. With this knowledge, the Deity would take whatever measures are plausible and necessary to prevent other civs from succeeding (especially the human) and to making the most of gambits (such as delaying Liberalism until 1 turn prior to another civ's discovery of it).
Additionally (thank you dh_epic for the idea), the other Immortal AI civs would be more-or-less autonomous but with an ultimate collusion with the Deity AI civ against the human civ -- even to the extent of gifting cities and entire armies!!!
As it stands right now, I only enjoy playing on Prince and Monarch. Higher levels (even Monarch oftentimes) force me into copious amounts of warfare -- diminishing my greatest enjoyment of just being a passive builder.
However, Prince and Monarch are virtually guaranteed victories, so I feel like there is no more "challenge" in the game for me -- except maybe to beat personal bests.
I think implementing changes to improve the AI's competitiveness at higher levels without restricting gameplay will go a long way towards improving the long-term playability and appeal of current and future Civilization titles.
My plight.
Perhaps I am alone, but I will not be rushing out in 41 days to pick up BTS. Instead, I will be waiting for report on how well the AI plays and if there really has been an improvement to the AI (and not just the implementation of a BetterAI we've already been using).
If little / nothing has been improved, it's likely Warlords will be the last Civilization or Firaxis title I purchase. I'll take my $50 over to Nintendo or something.