Helmling said:That's always been one of my gripes with Civ: There is no rise and fall. When you fall, you've fallen. When you rise, you're untouchable.
I like your suggestions to balance things a bit more, but I also have to say that Civ 4 is by far the best about avoiding this problem in game play among all the Civ releases.
I'm surprised you're even seeing this happen much at all up on Monarch. I sure don't on Prince. I'll pull ahead and the AI's will start swapping techs left and right and before I know it, my lead is gone and the top 3 or 4 AI's are sitting on several techs I don't have.
I have seen the AI go for diplomacy victory...but have never seen the AI wipe a civ off the map--let alone go for conquest or domination! Then again, I have only had end-games in difficulties up to and including Warlord...shadow2k said:At higher levels, the AI will gang up on you and do a much better job of catching up. If you're getting too far in front, you need to step it up a notch.
The AI does do things at the end that are victory oriented, such as not trading space techs away. The problem is, Space is about the only victory condition I ever see them try for.
Completely agree--with a caveat. Normally #2 and possibly #3 would fight the #1...up to a point But for #6 or #7 to take on #1 would be very unrealistic.SPQR300 said:I couldnt agree more with the first post. You already know after the midgame who the winner is. In my last game Gandhi was much more advanced then we are, still there wasnt a coalition against him, which would have been very logic and helpful.
People always hate the strongest! For example in reality people hate the USA because it's way more advanced then the other countries, and back in time people hated the Romans, because they were the most powerful. So when gandhi attacked me, I stood no chance, even tough the Germans were not much behing Gandhi, and they should have backstabbed him, so the Germans could get the lead from gandhi. gandhi would have had to fight in 2 fronts, making the germans the no1 nations. The Germans even had panzers...
So I think: - AIs will gang up on the leader if the difference is too great will greatly improve late gae balance.
I mean the AI should attack the other AI if he is in a lead. And the nearer we are to the end game, the more they tend to do against the leader. For example in 1800 when a civ is 3techs more developed then the others, have more land, cities etc...it gives -2 we don't like your domination, in 1900 it gives -4, in 2000 -6. When a civ is getting near to any victory condition it's -4, when it almost achieved a victory condition it's -10: We don't want you to win. Or something like that.
Eigenvector said:A lot of the ideas I see here a rather artificial in my own opinion. The idea that a large civilization should have increasing maintenance costs is a little too artificial. There's no intrinsic reason why a large country should be harder and harder to maintain? There are several examples in history where large empires fell for reasons completely unrelated to finances.
MxxPwr said:Resources have excellent potential of showing rise&fall/balance.
I was thinking of an international market for resources. Civ 'A' would put their supply of a resource (like oil) up on the market and any unit trained that used that market (like by a civ not willing or capable of obtaining their own supply) would pay 'A' a certain amount of gold. The gold wouldn't have to come from the civ using the oil, it would just come from some phantom exchange. The amount the exchange paid out would be fractioned by competing supplies. If say, 4 gold per unit were paid out with just one oil supply on the market, then only 2 gpu would be paid out if there were 2 oil supplies on the market (2 gpu to each supply holder).
This would have some initial balancing effects in that one civ is no longer in deep trouble if it doesn't have a much needed resource, as long as at least one civ was greedy enough to put their supply on the market. And why wouldn't they? As soon as one civ did, there would be no reason for other civs to hold back.
A rise and fall effect could potentially arise once every 'oil' unit was made (or every civ got their own supply of oil) because a civ that got rich off of being the first one with oil would now be 'normal' (or be on the receiving end of a civ getting rich because of aluminum.)
romelus said:it's pretty easy to fix. make warfare cost money. instead of units auto healing by not moving, it should cost money to repair damaged units. so the more wars you conduct, the more money gets drained, and you need to build up infrastructure before warring again.
wars have always been expensive, and besides a half strength fighter squadron doesn't automatically make new fighters if you just leave the planes alone for a few years![]()
Kieran said:I don't think making everything costs tons in maintenance is going to make the game much fun. War is fun, I don't want to stay peaceful and hit enter all the time because I can't afford to war.
Any implementation of international markets should also be kept simple too, you shouldn't need a degree in Economics to play the game.
I just think the AI doesn't seem smart enough yet, and it definitely isn't playing to win. I would like to see more alliances between the AI leaders to bring down the biggest empires.
gettingfat said:Historically, the rise of any big civ would fell eventually, and give the hot seat to another civ. The culture, land grabbing, tech advances all carry their burdens. I think the game should at least provide a few more winning paths for the lesser players, e.g.
- re-install the tech stealing, and allow some random tech gains if you take over a city (and make sure the AIs will do that on you)
- When a high tech civ has a war with a low tech civ, the low tech civ may randomly pick up some techs from the superior invader. (one may learn from the guy who beat him, right?)
- when the tech lead by one civ is too big, the tech research cost will be even further reduced than the current rate (Isn't that what many Asian countries are doing? It's easy to simulate than to invent a tech)
- Random financial-oriented tech transfer between civs may happen if they do trades.
- When your culture grows very high, maintainence goes up (salaries go up in advanced countries, unions, people go on welfare)
- AIs will gang up on the leader if the difference is too great
Any more ideas?