Japper007
Prince
There are some obvious AI issues that need to be tackled. While I don't expect Firaxis to ever get the combat AI working properly, some things should be quite an easy fix, such as:
-AI expands like it's playing high-level civ 5 Brave New World (which is to say very little). I shouldn't be able to crowd out several Diety AI's on a small Pangea, but I can routinely pull it off.
-AI over-prioritises Religion and undervalues the other districts (just look at Kongo, he stands out as a good AI because he cant build Holy Sites)
There is tons of gain to be made by just fiddling with the priorities/values the AI assign, neither of these things need any new code, just some tweaking the numbers.
-AI doesn't escort settlers and builders properly
Now this is slightly harder to fix, but it was eventually managed in civ 5 too. It is also one of the biggest immersion breakers in the game currently. It is guaranteed to get picked up on by even the lowest skill-level players within the first few games.
I'd also actually be fine with logging game-stats for raw data, as long as it doesn't make the game even slower than it is already and it's optional. Man of War uses a similar system to great effect, it has one of the "smartest" AI's in the business.
I think the biggest issue however, is Firaxis lack of communication with the fanbase and slow patching regime. This isn't the 2000's when you could get away with a patch a year! Firaxis is competing now with the likes of Paradox and Amplitude/Games2Gether, who actually get into the forums and implement fan-suggestions or even incorporate fan-made mods on a regular basis. They need to step their game up!
-AI expands like it's playing high-level civ 5 Brave New World (which is to say very little). I shouldn't be able to crowd out several Diety AI's on a small Pangea, but I can routinely pull it off.
-AI over-prioritises Religion and undervalues the other districts (just look at Kongo, he stands out as a good AI because he cant build Holy Sites)
There is tons of gain to be made by just fiddling with the priorities/values the AI assign, neither of these things need any new code, just some tweaking the numbers.
-AI doesn't escort settlers and builders properly
Now this is slightly harder to fix, but it was eventually managed in civ 5 too. It is also one of the biggest immersion breakers in the game currently. It is guaranteed to get picked up on by even the lowest skill-level players within the first few games.
I'd also actually be fine with logging game-stats for raw data, as long as it doesn't make the game even slower than it is already and it's optional. Man of War uses a similar system to great effect, it has one of the "smartest" AI's in the business.
I think the biggest issue however, is Firaxis lack of communication with the fanbase and slow patching regime. This isn't the 2000's when you could get away with a patch a year! Firaxis is competing now with the likes of Paradox and Amplitude/Games2Gether, who actually get into the forums and implement fan-suggestions or even incorporate fan-made mods on a regular basis. They need to step their game up!