CIV 4 - AI Requests

dh_epic said:
Hey trip, this is the problem I encountered in the second assumption, to quote myself:

"2: Therefore, the AI should not play at the level of the player."

"The game is either non competitive, or you're playing against a one dimensional boring player. Or you end up with the Civ 2 "everybody attack the player!!" solution -- you still can't lose, but at least they can stop you from winning. Boring."

The side effect of this, too, is that multiplayer Civ and single player Civ are two very different games. Not different like playing against different styles, but different as in the goal and constraints are different. In one game, any player can win. In the other game, you can't lose, but they can stop you from winning.

It's not real competition. Imagine playing a basketball game where you always end up 30 points ahead, so your opponents just focus on stopping you from making 100 points. I guess we can agree to disagree, if you think that's a better challenge.
How many Civ MP games have you played?

I have played well over 100 Civ 3 MP games in the last 3 months and I can tell you this - human players act like the Civ 2 AI when there are no restrictions. They will team up to take out whoever is in the lead so that they can have a chance to win. I think people are forgetting the fact that if YOU expect to win, you have to prevent everyone ELSE from winning.

In basketball the other team tries to stop you from scoring and tries to score for themselves. The only difference is that there are multiple "teams" in a Civ game, so everyone else tries to find the best way to prevent other teams from scoring, while trying to find the best way to score themselves.
 
How many Civ MP games have you played?

I have played well over 100 Civ 3 MP games in the last 3 months and I can tell you this - human players act like the Civ 2 AI when there are no restrictions. They will team up to take out whoever is in the lead so that they can have a chance to win. I think people are forgetting the fact that if YOU expect to win, you have to prevent everyone ELSE from winning.

That's exactly the problem with MP. MP games are treated more as tournaments and are probably played by a tiny hardcore minority of the already hardcore single player Civvers who read boards like these. Many of us who play single player (which I would argue is still the heart and soul of Civ) think much more broadly in terms of re-enacting history.

What Sirian and others have suggested is to have the 'partners' in the worlds, mainly our AI opponents and allies, behave in a more human and less mechanical fashion. Obviously, the Civ4 AI needs a reinforced goal set so that it doesn't hum along until 2050 with no real plan on how to win the game. That said, I don't think I want to play a game where the AI plays like humans do in MP games. Those are really closer to tournaments where human players with 'egos' try to show off their skill. There is little sense of history, but a lot of pride in winning. The emphasis is out of whack and its not what made Civ appealing to me and I'm sure many others in the first place.




Trip said:
And how is this behavior different from human behavior? Why is it cheating?
]

Its considered cheating because the AI is programmed to do it. It is quite different from humans because we plot to win on our own terms. Ganging up on the human player is essentially the individual AI civs throwing their hands up and saying, well, lets do the 7:1 odds now.

Someone, I believe it was Sirian, had mentioned how difficulty is affected by whether the AI is working in concert against your or playing their games individually. I don't want to see a 7:1 scenario as a norm under any circumstance. It's lazy programming... and before you respond to this bit read on.

If you're playing with all humans and you have the strongest army on the planet and manage to conquer half of it, do you think that the rest of the players will completely ignore you?

HELL NO

Actually some may. Depending on the motives of the humans, I will be quite happy to play an end game as a close ally of a superpower. I don't win,. but I get to be a pawn in his greater plans and I have my own little fiefdom to rule over, safe from attack. Best of all, I get to pick on other players I may dislike either in game or in real life :p

That however is beyond the point of this discussion.

They'll scheme and plot and ally and take you down. Why should the AI behave any differently? Do players think that if the AI actually tries to BEAT them it's unfair? That if the AI civs decide that you're too strong and think that the only way they can survive is to team up against you that it's CHEATING?

Trip, you have a very one dimensional view of the AI and scheming. A real scheming AI won't neccessarily want to bring all the AI civs against humans. Even humans don't do that against superpower AI civs.

What you want happening in Civ4 isn't your ' AI must gang up on the top player rule' which is an outdated model from Civ2 back when AI was much more rudimentary (actually as far as I'm concerned, the Civ2 AI was really bad) but a much more organic formation of AI alliances, counteralliances (humans included) in these games. If the AI perceis one other Civ (human or fellow AI) to be a threat, it may start to form of coalition against this Civ, either through closer trade relations, signing of treaties etc. In response, the target AI may respond in kind and do the same. All of this has to develop organically, from a set of rules and parameters on how AI should behave.

This obviously requires a much more advanced diplomacy system, far beyond that of Civ3. Because the Civ3 AI doesn't recognize multinational treaties, only bilateral ones. It also requires the AI to have a very active goal setting capabilities capable of 1) Identifying a threat 2) recognize a collection of allies, not just a 1-1 binary alliances we've seen so far in Civ 3.

We actually aren't very far apart here. I'm just arguing against set specific rules which can lead to predictability (as was the case with the way Civ2 AI behaved) but to a much more interesting balance of power issue where Civs may defect, alliances form up and break apart over the course of the game as Empires wax and wane.


Just to bring attention back again to my post a few posts back, I think building a forecasting engine into the AI so it can have a toolset to predict what future variables may look like will give the AI a very powerful tool in terms of its foreign policy and strategic planning.

And there are plenty of forecasting models out there. From purely technical analysis in terms of just analyzing historical data, to variants that control of patterns, etc (like moving averages model). It should be relatively straighforward for the coders to come up with a forecasting model once they figure out which variables go where and which variable they want the AI to predict in its decision making process.
 
MP will be the future-the contention that "heart and soul of civ" is single player is hopelessly outdated...youth likes action and innovation even in strategy games... the #1 rated strategy game now..Rome Total War...is 3d and is used on the History Channel, because of ...movement...and zoom in ...(don't know if its mp tho...) if the Civ series does not update it will die out, to the moans of 40+ year olds pining for archaic static stodgy old formats, ideas and concepts that they can write long winded analysis about "city placement" and the like...zzzzz.
 
troytheface said:
MP will be the future-the contention that "heart and soul of civ" is single player is hopelessly outdated...youth likes action and innovation even in strategy games... the #1 rated strategy game now..Rome Total War...is 3d and is used on the History Channel, because of ...movement...if the Civ series does not update it will die out, to the moans of 40+ year olds pining for archaic static stodgy old formats, ideas and concepts.

And yet board game still exist and still thrive. If MP can be built as epic, sure MP is the way of the future for CIV. If it attempts to be 1 hour battles on tiny maps, SP will be favored.

The History Channel? So? What does that have to do with anything?

Essentially, MP could only survive as a MMOTBG. If it goes RTS, it loses to competition. BTW, todays 20 year olds, will still be civfanatics when they are 40, if the game keeps the same flavor.

For now, the Single Player game is most important.

Civ IV is going to be 3d... so why aren't you writng this in the 3d section... I think you posted in the wrong thread.
 
"the history channel ? So?" (lol) I suppose i referenced that because it is the first TV show to use a PC game as content...i think this is an indication of how things may transpire in the future-interactive t.v. ect. Civ series ought to take note...Picasso (some consider to be the father of modernism/abstraction) stated -a good artist borrows, a great artist steals"
In so far as posting this in the 3d section...i was referrring to the game in general (ai)...geez, digression is like a sin to some-for me digression tends to yeild the most interesting comments...
 
troytheface said:
"the history channel ? So?" (lol) I suppose i referenced that because it is the first TV show to use a PC game as content...i think this is an indication of how things may transpire in the future-interactive t.v. ect. Civ series ought to take note...Picasso (some consider to be the father of modernism/abstraction) stated -a good artist borrows, a great artist steals"


Now I know, you are lost. This is the thread regarding civ IV's Artificial Intelligence... I think you mean to be in the off-topic forum.
 
Troy: the History Channel uses the game because of its graphics engine, not because it's an MP game...
 
Trip said:
If you're playing with all humans and you have the strongest army on the planet and manage to conquer half of it, do you think that the rest of the players will completely ignore you?

HELL NO

They'll scheme and plot and ally and take you down.


Sounds like the board game Diplomacy. :rolleyes: Or the reality TV shows like Survivor. :eek: Some folks enjoy that kind of scheming and metagamesmanship. More power to them. I'm NOT interested in such gaming. The chief appeal for Civ MP for me is Succession Gaming: Hotseat play, of a sort. Secondary appeal lies in team games, but ONLY TWO TEAMS. Once you introduce a third or fourth team, it becomes "free for all teams", where two teams can gang up on the third, or a team can attack its neighbor and be hit while its army is away, etc etc. Outcomes are decided by the way the alliances and backstabbing fall out, rather than by what players are DOING with the game elements. (Assuming teams are fairly balanced, no ace-vs-noob mismatch).

If Civ4 Single Player were changed to play like Diplomacy or Survivor, I WOULD NOT BUY IT. :gripe: I'm sure I'm not alone on that score. :lol:


I don't necessarily agree that SP is the "heart and soul" of civ, though. Only that SP does have different goals and atmosphere than MP. And "MP" is a pretty big tent: succession games, PBEM, 1v1, FFA, two-teams, multiteam FFA, and all of these with or without AIs in the mix. Then throw in mods and game modes, different map types, different victory conditions...

Warcraft III is fun both SP and MP, yet also different in each. I look for that kind of dichotomy between Civ SP and MP.

Coding the AI to play like Civ2 would be an unmitigated disaster. :lol: Sorry, that's my story and I'm sticking to it. ;)


- Sirian
 
dexters said:
That's exactly the problem with MP. MP games are treated more as tournaments and are probably played by a tiny hardcore minority of the already hardcore single player Civvers who read boards like these. Many of us who play single player (which I would argue is still the heart and soul of Civ) think much more broadly in terms of re-enacting history.

What Sirian and others have suggested is to have the 'partners' in the worlds, mainly our AI opponents and allies, behave in a more human and less mechanical fashion. Obviously, the Civ4 AI needs a reinforced goal set so that it doesn't hum along until 2050 with no real plan on how to win the game. That said, I don't think I want to play a game where the AI plays like humans do in MP games. Those are really closer to tournaments where human players with 'egos' try to show off their skill. There is little sense of history, but a lot of pride in winning. The emphasis is out of whack and its not what made Civ appealing to me and I'm sure many others in the first place.
So how would you suggest the AI reacts? That it rolls over and falls in front of the player like in Civ 3?

I think you've missed part of what I've been trying to say.

If there is a problem it is with the game, not the players.

The rules can be changed. Players and their motives cannot.

If teaming up to take down #1 is the best way to win, why not do it? Historically nations tried to do their best to get an advantage over enemies at any cost through any means. Why do we want to change things for the simulation? I thought we were trying to mimic the progress of civilization in this game. If we don't mimic the goals of the leaders of nations then the game is incomplete. If a historical motivation leads to a breakdown of the simulation then the simulation is broken.

Or do you really think that real historical human motives cannot be reconciled with the rules of CIV and still end up with a fun game to play for MP and SP crowds alike?

Its considered cheating because the AI is programmed to do it. It is quite different from humans because we plot to win on our own terms. Ganging up on the human player is essentially the individual AI civs throwing their hands up and saying, well, lets do the 7:1 odds now.

Someone, I believe it was Sirian, had mentioned how difficulty is affected by whether the AI is working in concert against your or playing their games individually. I don't want to see a 7:1 scenario as a norm under any circumstance. It's lazy programming... and before you respond to this bit read on.
I only suggest that the AIs should gang up on the player because he gets too powerful... if another AI gets too powerful, then the other AIs should gang up on HIM. It should not be an automatic process (e.g. if (iPlayerControlledLandPercent >= 45) InitiateWarDecl(AITeam1, AITeam2) etc. etc.) but the general concept is the important part of what I'm saying.

If the player gets to a point where he's so strong that all of the other civs have to ally to bring him back down, then that's not 7:1 odds. It should be the goal of the game to keep the odds 1:1 (in an interesting way) in order to make things interesting.

The only reason it should end up being 7 civs against 1 is because the 1 is so powerful. In other words, it should be a situation where if the 7 DON'T team up against the 1, then they all recognize the fact that they will lose. The 1 could be a human or AI, it doesn't matter. The key is keeping balance. The problem is that it's usually the human player imbalancing things because his skill is beyond that of the AI.

Actually some may. Depending on the motives of the humans, I will be quite happy to play an end game as a close ally of a superpower. I don't win,. but I get to be a pawn in his greater plans and I have my own little fiefdom to rule over, safe from attack. Best of all, I get to pick on other players I may dislike either in game or in real life :p

That however is beyond the point of this discussion.
And in this case, you would be left alone by the other 7 AIs (or one or two particularly greedy ones might give you trouble). I'm not advocating an automatic AI team vs the human player in every game or at some predetermined number. If you want to be able to play this kind of game in SP, then I say feel free. It's when you have a psychotic human player who conquers half the world you expect to see some sort of response - in Civ 3, you don't. You just keep swallowing up civs 1 by 1. Is that better than the Civ 2 model? More balanced? More challenging? More fun?

Trip, you have a very one dimensional view of the AI and scheming. A real scheming AI won't neccessarily want to bring all the AI civs against humans. Even humans don't do that against superpower AI civs.

What you want happening in Civ4 isn't your ' AI must gang up on the top player rule' which is an outdated model from Civ2 back when AI was much more rudimentary (actually as far as I'm concerned, the Civ2 AI was really bad) but a much more organic formation of AI alliances, counteralliances (humans included) in these games. If the AI perceis one other Civ (human or fellow AI) to be a threat, it may start to form of coalition against this Civ, either through closer trade relations, signing of treaties etc. In response, the target AI may respond in kind and do the same. All of this has to develop organically, from a set of rules and parameters on how AI should behave.

This obviously requires a much more advanced diplomacy system, far beyond that of Civ3. Because the Civ3 AI doesn't recognize multinational treaties, only bilateral ones. It also requires the AI to have a very active goal setting capabilities capable of 1) Identifying a threat 2) recognize a collection of allies, not just a 1-1 binary alliances we've seen so far in Civ 3.

We actually aren't very far apart here. I'm just arguing against set specific rules which can lead to predictability (as was the case with the way Civ2 AI behaved) but to a much more interesting balance of power issue where Civs may defect, alliances form up and break apart over the course of the game as Empires wax and wane.

Just to bring attention back again to my post a few posts back, I think building a forecasting engine into the AI so it can have a toolset to predict what future variables may look like will give the AI a very powerful tool in terms of its foreign policy and strategic planning.

And there are plenty of forecasting models out there. From purely technical analysis in terms of just analyzing historical data, to variants that control of patterns, etc (like moving averages model). It should be relatively straighforward for the coders to come up with a forecasting model once they figure out which variables go where and which variable they want the AI to predict in its decision making process.
I don't have a one-dimensional view of the AI... I'm an AI programmer. :p I have a realistic view of AI and what it can achieve and what we can do best to model a human or some other being which we want to use in order to keep the game balanced. It would be great to have a Deep Blue skill AI that could compete with humans, unlimited time and resources to build a complex diplomatic model and an AI that responded realistically to its environment. But good luck in seeing all of your goals met in any game in the next decade or so. Having high expectations is fine, but just recognize the feasibility of them.

Perhaps that's my greatest flaw in being the business of creativity. I'm often more of realist than a visionary.

That having been said, having an organic AI which responds realistically to diplomatic stimuli, makes decisions for itself, takes multi-lateral relations into consideration, etc. is something I would greatly enjoy. Why do you not think this was in Civ 2 or Civ 3? Why is something along these lines not in any other games around?

The only thing I'm arguing for is that the Civ 2 way of doing things was better than Civ 3. I'm not arguing that that is the best or the ideal model, only that it is better than Civ 3 and that the general theme (keeping balance in the game in order for it to be fun) is an important part of the AI's function. Conquering the world for the 80th time gets pretty boring as every single AI civ rolls over and shows its belly as soon as you declare war on it, despite the fact that if they actually allied against you, they might have a shot at stopping you. I'm arguing in favor of a proactive AI, not a predictable one.

Much can be done to expand on that system, but the general concept (i.e. keeping the balance in the game as opposed to every AI going in its own odd direction and ignoring the player) is an important one. If you had to choose between the two different philosophies of AI involvement, which do you prefer?

To summarize - I'm advocating for the ends, not the means.
 
Trip said:
If the player gets to a point where he's so strong that all of the other civs have to ally to bring him back down, then that's not 7:1 odds. It should be the goal of the game to keep the odds 1:1 (in an interesting way) in order to make things interesting.

What the game should be doing in that instance is declaring the player the winner, then on to the next game.

It's called "class". In chess, you exhibit it by resigning when you are certain you have reached a losing position. Civ has always lacked the ability to do this, because the victory conditions have been tailored to reaching the modern age in every game, rather than evaluating when the outcome has become certain.

So yes, you and I agree on the "simulation is broken" assessment. And yes, fixing that cannot be done via the AI alone. However, we part company on the thought that it is somehow "interesting" if the AI fights and claws via any available means until the bitter end. That is an absurdity.

Should there be some ganging up on stronger opponents? Perhaps. But if done poorly, then it won't be worth playing. It won't be FUN, and it won't be HARDER, it will merely be LONGER. Dragging it out like that is not the right direction to go, in my view. Anybody who played a significant amount of Civ2 has probably already had their fill of that dynamic.

There should be ample difficulty levels and options for players to dial up the AI with bonuses to whatever level is necessary for it to give a particular player a run for his money. Then let him at them, and when he wins, forget dragging it out. Call the game and start another. Let the player regulate how much challenge he wants. If he sandbags and always wins, that's his choice. If he plays over his head and loses most of the time, likewise. Give them lots of options and let THAT cover any shortfall in the AI's performance.

Meanwhile, make the AI behave like a civ, not like a gamer. Gamers who are only interested in winning by any means can seek like-minded competition in the MP arena and be much more satisfied than with playing an AI. Single player gamers who like SP will be seeking adventure, not merely victory. They want to explore different maps, different civs, different situations, different strategies. If the AI does the same thing in every case, that's not good.

If the AIs always team up on a strong player, why, that's Civ1 and Civ2 Strategic Predestiny all over again. Did you know that the AI from Civ1 is DESTINED to declare mass war on the player at certain dates on the calendar. The whole world declares war on the player. Same date every game, over and over and over. How many times can you play that before you've been there and done that and never want to see it again? For me, it was about one year. :)

The funnest part of Civ for me is the early game, the land grab and building phase when there are lots of choices on the table. Later, the game becomes mop up, the "cashing in" of one's efforts in an attempt to reach closure. In many games, the game is over WELL before the end. Only in close contests is it worthwhile to play to the end of the tech tree.

The AI should make the JOURNEY fun, not do its level best to play the toughest. It should be tough, yes, but make it tougher with more bonuses, rather than by having it do things only a Hitler or Napoleon would do as its MAIN strategy seen over and over and over, ad nauseum.

Frankly, that "ganging up" thing is a crutch. It's what you do when you can't write a better AI. Maybe when Civ1 was inventing this genre, that was the limit of imagination. The game itself had to be played for human beings to experience its potential, and thus open the way to better AI. An AI, after all, cannot do anything it isn't programmed to do. Thus the programmer must first be able to do it, and then find a way for the code to implement this knowledge.

Civ3's victory conditions are ALL GAMEY. They suck. Domination needs 67% of land and population? Give me a break. 40% is probably too high, for the player. And it SHOULD be too high for an AI, assuming a standard or larger map. (Domination percentage should perhaps scale with the number of civs in the game. More civs means less land needed to win, as the rest is divided between more factions.) Cultural victory was a cool concept that needs more work. It doesn't scale to map size (or didn't at first -- though they did listen to me when I suggested it for C3C) and civ-wide culture is best obtained via ICS. Then the diplo victory... build a wonder and wipe out anybody who doesn't like you, or keep at least half the AIs on your good side. :rolleyes: Only conquest and space, the same two victory conditions available in Civ1, are well executed. And eveny they are gamey! :eek:

Conquest is NOT an objective many civs have ever had a shot at. Who? Greece? Alexander was the greatest conqueror of all time, relative to his era, and even The Great Himself conquered but a miniscule slice of the earth's surface. Rome? China? France? Germany? Japan? USSR? USA? Only the madmen of the earth, the megalomaniacs, even bother to try. Despots only need apply. Free peoples do not behave that way. Thus it is ABSURD in the extreme to have the Civ AIs gunning for domination/conquest while they are lining up in Democracy because it's the "best" government. :rolleyes: They don't even do it in a coherent fashion, but merely throw it together out of simple urges to obtain more land, to attack SOMEBODY, to buy alliances and sell their military services to any asking bidder. It's NOT BAD. Better than anything else ever put forward in the genre. But surely something better can be done. :)


Even the space race victory has NOTHING to do with reality. Build a spaceship to take colonists to another star and your civ "wins"? Wins what? Life doesn't work like that.

That said, Civ is -not- intended to be a sim game. It's a strategy game. And yet most folks who stick with SP want an experience, an immersion. They want to build a civ, not just build an army. One of the complaints voiced by many about Civ across all its iterations has been that the game is bent to war. It's all about supporting the army, and who can get to conquest first, to the winning SoD and the commanding lead on military/production. The game tips and then it's over, whether or not the software forces mop-up to obtain closure. The other victory conditions occur only in the absence of an emerging military victor. Conquest trumps all, therefore conquest is the mega victory. Thus from a gaming standpoint, it's the only type of victory to aim for. Even if you fail, you'll be in the position to swap to something else.

Can that be improved upon? Likely. Do they have good people working on it? Let's hope. How much will they be able to do? Only time will tell.

Diplomacy is where Civ is lacking most. Civ3 took HUGE strides in that direction (in the right direction) by having the AIs behave indepdently instead of as a team. Now you want to undo that for the sake of making it "harder" and "more interesting"? We'll have to disagree on that point. :)


The Civ3 AI is "market based". It's primary urge on the diplomatic front is cash. Hard cold cash, one gold piece as good as any other. If the AI can sell a tech to ANY buyer (if the buyer can pay the market rate) it will. An AI will sell a military alliance vs anybody they don't have an MPP with. Dirt cheap, too. Map info, techs that enable wonders to be built, resources vital to the gameplay... the AI sells everything to anybody. That's a good place to start improving the AI. Stop making cash its god. Instead have "my people's best interests" be the guiding principle, and define that in ways that make at least a shred of historical sense, in addition to gameplay in pursuing victory.


Trip said:
If teaming up to take down #1 is the best way to win, why not do it?

Because it's ridiculous. In real life, everyone can win. "Winning" in life is not a zero sum game. Person A does not "win" by stepping on, ruining, and destroying Person B. In fact, it is probably to Person A's advantage to win by HELPING Person B, who may return in kind if Person A needs help. Together they may achieve things neither could alone. Simple, fundamental metaphysics in play here.

A game where "winning" is defined by making everyone else the loser is a poor simulation of history. Galactic Civilizations at least got this one right. The "Allied Victory" in GalCiv allows a "side" to win the game by eliminating all its enemies and making allies of everybody else. One could potentially make allies of everybody, and not have to eliminate anybody, though that is rarely how it plays out. (I think the best I ever did was allied victory with one civ eliminated, leaving five intact, including me.) That's LIGHT YEARS ahead of Civ or anything Civ has ever done on the diplomatic victory front. Too bad the GalCiv AI isn't stronger. (It's considerably weaker than the Civ3 AI, for sure.)

This is the direction I would take the AI. Not a purely military one, but one that has real choices to make. Military as one option, sure, and a strong one at that, but also diplomacy as a real option, alliances as something more than an elimination tournament. LET'S NOT PLAY HIGHLANDER HERE. "There can be only one," is a machismo fantasy, not a realistic behavior model. :crazyeye: In the real world, nations have thrived more by being creators than being destroyers, with only a few notable exceptions, all of whom have been discarded to the dustbin of history's eventual losers.


- Sirian
 
While this post isn't directly related to AI, I think it may have some food for thought on this topic.

Many players find enjoyment doing One City Challanges and the like. I myself like to play smaller nations when I can (depending on the map/civ location situation). With an AI considering the 'needs of its people' rather than being directed to be last civ standing or bigger is better, then there would also be more variety of civs. Some would be the large war ones we are use to, and others would be smaller. To me that would be more exciting gameplay. I don't just want a game, i want a means of being able to tell a story.
 
Croxis has made an important point and judging from the popularity of the stories forum, I think it is fair to say that many people find enjoyment telling stories, either to the world or in their heads about their games. It is essential and vital that Civ4 AI keeps this and improves on it by making the experience much more vivid, more real in terms of having an AI that can surprise, and behave in a human fashion rather than a cold calculator.

Sirian I think put it best when he distinguished between creating an AI that playes like a gamer and an AI that plays like a Civ. What I was shooting for was the latter. As an experience, the AI should provie a behavior that resembles the decision making process of a Civilization (collectively) and its leadership. It's not about winning at all cost, cheating at all costs, but a rational set of rules that guides an AI to its objectives. An AI Civ for example should maintain a coherent set of foreign policy, just like any government might have.

This leads me to diplomacy. It was noted that a scheming survivor style 'backstabbing' brand of diplomacy isn't what was desired. It's not what I desire either and its the diplomatic equivalent of an MP Civ game which is pretty much equivalent to 'Office Politics'.

What I seek in Civ4 and what I already find enjoyment in Civ3 is something very different. In Civ3, I have finally found some semblance of diplomacy that allows me to play around with trades and agreements to create everything for vassals, to alliances. I do enjoy scheming, alliances, and such, but framed in terms of what I can loosely call the 'political strategy genre' which deals with balance of power Cold war style standoff between world powers both global and regional (worth noting a game called Balance of Power pretty much invented the genre for the PC in the 80s) but limited in its context to Civilization.

I'm not interested in reading charts and reports found in the indepth political strategy games, but I am interested in a competent diplomatic system with facilities to make multi-party alliances, trade deals and an AI that can deal with this. Bloc vs. Bloc is something that has interested me since my Civ2 days, and it took Civ3 to emulated it very roughly, and it can sometimes be entirely in the human imagination (that is, I recognize that I've created an alliance of civs against another group of civs but the AI and the game does not recognize this and only knows of multiple wars, trade embargoes and right of passage aggreements in their bilateral forms).
 
All the discussions about how the AI has to behave makes clear that different people want different AI's.

There are also good gameplay points made... Like the warmongering of CIV is a bit out of touch with reality. Empires on earth usualy not behave like a borg society. All great conquerers of the past have lost basically all they took some time later. However I think this is more a gameplay issue then a AI one. It is just to easy to assimilate what you conquer into productive cities. In CIV you seem to have less problems with overexpansion, overreaching.

Maybe, just maybe, the new "civics" stuff of CIV 4 will adres this a bit. If I look at CIV 3 the new things like GA, UU are designed to make the balance of power vary more through the ages. In the past allmost every civ had their time of domination, in CIV you are allways on a single road upwards ( or downwards ) relative to the other civ's.

In the past the poeple where very indifferent to the fate of the losers of wars... attrocities were'nt important. now somehow after WW2 opinions changed. war weariness skyrocketed :D . Nowadays we wage war by political means (well usually). Since the rise of corporatism we wage war by having international trae organisations in our pockets, serving only the interest of the western countries. Nations invade other nations with culture (coca cola, mcdonald and other crap like that :) ).....

Back to AI... all the different AI behavior that people want can be addressed with scripting different AI's. Want autistic AI? NP, download it... want to experience that 7 on 1 gang bang for nostalgia ( just kidding. IMHO, the AI should recognise a player's 3rd reich ambitions and try to stop it as allied forces. OTOH, they should just all go to war with you because you are leaing the tech race a little bit like it did in the past. :cry: )
 
MMAfan said:
In the past the poeple where very indifferent to the fate of the losers of wars... attrocities were'nt important.

The problem was one of inability, not indifference. Lacking any ability to hold leaders of nations accountable, what could be done? The only way for anything other than revenge would have been for an alliance of nations of similar values to band together. That just didn't happen often, for more reasons than we can explore here. (Some include communication and travel speeds, and others involve corruption among ALL governments to where "accountability" to the people they ruled was an alien concept.)

Atrocities were very important, and occasionally enshrined into literature or religion. Just that what is Farmer Joe going to do? He doesn't even have freedom to throw off his Serf status and stop working his Lord's lands for food and shelter. How is he going to DO anything about an atrocity? There were not the institutions of law in place.

History is one long hard slog up out of barbarism, with countless sacrifices by unknown and unnamed heroes, most of which are remembered now in the shadow of what we've managed to build. Their only monument is that the progress (on the whole) continues, and (in general) life is still getting better.


Cameras changed a lot. The ability to document atrocities cuts through the usual "he said, she said" realities, where all sides could lie with impunity and expect to be believed by their people. The lying goes on unabated, BUT now there are chances to dispute these lies and bring evidence. Atrocities could be recorded and immortalized. Citizenry could be widely informed, with a free press. People learned how to pool their resources: militias, labor unions, and more. Revolutions, even, to overthrow the rotten corrupt systems of old.



Nowadays we wage war by political means (well usually). Since the rise of corporatism we wage war by having international trae organisations in our pockets, serving only the interest of the western countries. Nations invade other nations with culture (coca cola, mcdonald and other crap like that ).....

Coca Cola and McDonalds are free market items. If you don't like them, don't buy the drinks and food. If others like them, and buy them, how is that an "invasion"? How is that "warfare"? That's called COMPETITION. An idea not welcome in all parts of the globe, but nevertheless one that has served western society fairly well. If you can make it better, cheaper, faster, you can enter the market and thrive. If you can do any of the three, you might find a niche. If you can't do any of those, then it's just sour grapes to throw complaints at successful manufacturers.

Civilization is another such product. Is it a tool of "commercial warfare"? No, it's just a product. Firaxis hopes you will like it and buy it, and come back for more next time. Commerce, free markets, free ideas.

If other cultures are as strong as they would like to think, these ideas and products and innovations would meet a cold shoulder when they come along. It is not as if American companies can brainwash people against their will. A lot of folks can blame trade unions, concoct conspiracy theories, etc, but that kind of fantasy serves them ill, in my view. If they diagnose the issue incorrectly, their "solution" isn't going to work, and then the "problem" gets worse.

Frankly, I think cherry Pepsi is the best soft drink on the market. Coca Cola doesn't get very many of my soft drink dollars, relatively speaking. :) And I do not patronize McDonalds much either. But I have no problem with either company having a right to compete fairly in the marketplace. Who am I to dictate to others that they should not be allowed to drink Coke and eat Big Macs? As long as not everybody loves those items, there will be demand for something else -- and companies somewhere who will step up to meet that demand.


War is waged TODAY with big guns, the same as it has been for hundreds of years. The notion that war today is solely political looks starkly uninformed to me. Plenty of armed conflicts to go around, just that few of them are being fought by the major powers any more. When Saddam Hussein's armies rolled into Kuwait in 1990, that was not "political warfare". That was a military invasion followed by a rape and pillage of a small country. He torched the oil wells on the way out and spilled millions of barrels of crude into the gulf, both out of pure spiteful hatred. An army did that. Did that with guns, tanks, not trade unions. The trade unions don't mean squat when the tanks are rolling. Folks around the globe would do themselves a favor to learn as much as they can about warfare, diplomacy, and geopolitics, because it takes informed and thoughtful voters to select wise leaders, and wise leaders to formulate and carry out worthwhile policies.

War is waged with men who fight and die against one another, the same as it has for tens of thousands of years. If the diplomacy ever breaks down, a major hot war could ensue. To think that it could not (for example, if China invaded Taiwan one day, or the North Korean army poured across the DMZ) would be tragic short-sightedness. War takes only a decision by ONE nation, and some of these nations (Iraq until last year, North Korea today) are in the hands of a single lunatic, a despot, who may have the ability to decide BY HIMSELF that a war shall be started on any given day that his whims line up that way. :eek: Shall we repeat the mistakes of "logic" that served Europe so ill in the wake of the War to End All Wars? The peace after World War I barely lasted two decades, before the worst war in history broke out, as the theories of the vaunted "enlightened" European diplomats of the early 20th century were shown (sadly) to be entirely WRONG. The rough treatment of Germany in the wake of WWI spawned enough national hatred there to break out again in the next generation. The way the USA handled Germany and Japan after WWII has proven to be much wiser and more enduring.

We enjoy a period of peace through the late 20th century because the USSR did not spread its oppression across the entire globe, but was checked, until it spent itself into collapse trying to keep up with the wealthier more productive USA on armaments. Neither side wanted nuclear war and both sides succeeded in avoiding one. Yes, nukes have changed the picture for "responsible" nations who each (as did the USSR and USA) look after the "best interests of their own people" as they understand it. We'd be living in a much uglier world if real life leaders played "the game" the way any of the Civ game AIs always have. :eek: Humanity can ill afford to let true madmen and megalomaniacs run loose with nukes and other WMD.

We're starting to tread on really touchy politcal ground from that point onward, though, and best to leave that can of worms closed, even if we ARE here to discuss history, politics, and warfare, as they apply to how the AI in a Civ game ought to be designed to behave. :)


- Sirian
 
Wow, this has truned into the most interesting thread on the forum, IMHO.

What I'd like to see. I'd like to have the game play like a story of my peoples' history. Not necessarily a full-fledged I've gotta win by any means strategy game. More drama, more action, more character, more flavor, more richness. Can this be achieved with current AI? I think so. I want some nations to be insane warmongers while others are peaceful loyal allies. I want them to pursue their own desires (which may be different than mine. I want the AI to sometimes act like true friends and allies (if I deserve it). I do want some AIs to be ruthless "gotta have it all" megalomaniacs. I do want some to be treacherous backstabbers, but not all of them all the time. Just often enough to spice up the game and get rid of a feeling of sameness.
 
Jesus Christ Sirian, don't you have something else you could be doing? :p ;)

Rather than address everything you said (I have things to take care of ;)), I'll summarize what I'm trying to get across again:

My point is that the AIs shouldn't roll over as soon as you get really powerful. I'm not beating my own drum here, but defeating the AI on anything besides Deity or Sid is a piece of cake, and then only because the AI has such huge advantages. Playing for a story is just fine, but I also enjoy a challenge to keep the game interesting. Those who want a story can have it just fine - but what's the point in continuing playing after you've conquered half the world if nobody is going to try to stop you? Most people who do so aren't doing it for the story anyways. If people feel there's no point in playing past that point, then they can just quit and start a new game. But I would enjoy it more if I had to fight my way to victory instead of the AIs acting as if nothing's happening until I conquer them in 3 turns (I've conquered 3 civs in under 5 turns before on a tiny map... it's not very interesting).
 
Sirian said:
The problem was one of inability, not indifference.

I disagree. Were slave owners 'unable' to free their slaves? Of course not! Prejudice always has been and is still highly prevalent.

History is one long hard slog up out of barbarism, with countless sacrifices by unknown and unnamed heroes, most of which are remembered now in the shadow of what we've managed to build. Their only monument is that the progress (on the whole) continues, and (in general) life is still getting better.

This is a highly dubious statement. Better by what standards? The gap between rich and poor is greater than ever and the vast majority are still the slaves of the few elite.

Cameras changed a lot. The ability to document atrocities cuts through the usual "he said, she said" realities, where all sides could lie with impunity and expect to be believed by their people. The lying goes on unabated, BUT now there are chances to dispute these lies and bring evidence. Atrocities could be recorded and immortalized. Citizenry could be widely informed, with a free press. People learned how to pool their resources: militias, labor unions, and more. Revolutions, even, to overthrow the rotten corrupt systems of old.

I would argue that things haven't changed near as muc has you purport. Pictures aren't facts. Who's taking the pictures? Which 'facts' are we given access to?

Coca Cola and McDonalds are free market items. If you don't like them, don't buy the drinks and food. If others like them, and buy them, how is that an "invasion"? How is that "warfare"? That's called COMPETITION.

This is nothing more than semantics. It certainly is warfare. Not militaristic but economic, and the winners have just as much to gain as ever.

It is not as if American companies can brainwash people against their will.

This is debateable. Marketing is exceedingly powerful. Perhaps not out and out 'brainwash' but certainly influence to the point where the distinction is moot.

War takes only a decision by ONE nation, and some of these nations (Iraq until last year, North Korea today) are in the hands of a single lunatic, a despot, who may have the ability to decide BY HIMSELF that a war shall be started on any given day that his whims line up that way.

What about the US? I can only assume you indicate that as being a mass of lunatics.
 
The gap between rich and poor is greater than ever and the vast majority are still the slaves of the few elite.
.

There are now new research being done (first time ever) on controlled societies thanks to the advent of MMORPGs economists now have a way to study economies that are removed and unbiased by the history of existing systems. What they have found are a few things.

http://www.walrusmagazine.com/article.pl?sid=04/05/06/1929205&tid=1

People like equality, but only of opportunity. Games that have attempted to create truely equal societies fail. Gamers in these virtual economies and societies, vote for and prefer inequalities. I play one myself (Final Fantasy XI) and as someone who has studied economics, I make my living in that game arbitraging goods. I can tell you that human behavior unfortunatelly, really do favour market economics over everything else.


Anyways, that's my 2cents. Please end the discussion quickly if you guys can as I don't like this thread to go OT.
 
The problem was one of inability, not indifference. Lacking any ability to hold leaders of nations accountable, what could be done? The only way for anything other than revenge would have been for an alliance of nations of similar values to band together. That just didn't happen often, for more reasons than we can explore here. (Some include communication and travel speeds, and others involve corruption among ALL governments to where "accountability" to the people they ruled was an alien concept.)

nonono... There are too many examples in history... Do you think a lot of romans were horrified when, after the 3rd punic war, romans legion levelled carthage and killed every human and animal in sight? Consider the fasistic society of sparta where initiation into manhood could result in death, you were either a male citizen or a slave. When romans later conquered greece they build a museum for remembering this doctrine. After the first century the christians were favorite lion food in circus maximus... (circus maximus featured not only heroic fights, but too... slaughtering of human and animals by humans and animals, group rape of women by humans and animals... etc.)
Later when christians outnumbered the number of people worshipping the old greek gods, jews became the number one group to discriminate. Which basically continues to this day. etc. etc. etc.

Cameras changed a lot. The ability to document atrocities cuts through the usual "he said, she said" realities, where all sides could lie with impunity and expect to be believed by their people. The lying goes on unabated, BUT now there are chances to dispute these lies and bring evidence. Atrocities could be recorded and immortalized. Citizenry could be widely informed, with a free press. People learned how to pool their resources: militias, labor unions, and more. Revolutions, even, to overthrow the rotten corrupt systems of old.

Personally I believe that cameras have been one the most important tools to forge the greatest war ever (WW2). Cameras do show people horific things... But the propaganda power of TV is just too much. People dont like war, never have. But given the right incentive, everyone will turn into warmongers. There can be varying incentives. Like "the oldest son inherits all" drove many younger brothers of varios cultures(like vikings) to go out and raid everything they can. Or religious reasons, like crusades / jihads.

This is where TV gets an important goal. It can reach so many people and give them a continuous message that war is nessacery, inevitable and for a greater good. The TV deliveres the propaganda. And it is not nessacery just for the "evil empires" that want to conquer the world. In WW2 America and Russia needed propaganda too. Too increase nationalism and the will of the people to fight.

What about the US? I can only assume you indicate that as being a mass of lunatics.

nonono... Propaganda... people dont make choises based on logic but emotion. For a year long before the war was announced, we were stuffed by goodie goodie emotions of a greater good that needed the iraqi oil.. ahum.. i mean the removal of dangerous amounts of weapons of mass desctruction that were allways on 1-minute readyness. Which in the end was all a big lie anyway... What was the big difference with another lie: that the world should be rid of jews?? Now there are allways die hards that believe in the lie as if it is truth, just like there are allways people not believing the lie. The important part is to capture the emotions of those that are indecicive.
(BTW I am not trying to start any discussion here and dont pass judgement on the gravity of the various propagandas in the above text. Just trying to identify the various propagandas. Now I will set up a flame shield just in case :D )

Coca Cola and McDonalds are free market items. If you don't like them, don't buy the drinks and food. If others like them, and buy them, how is that an "invasion"? How is that "warfare"? That's called COMPETITION. An idea not welcome in all parts of the globe, but nevertheless one that has served western society fairly well. If you can make it better, cheaper, faster, you can enter the market and thrive. If you can do any of the three, you might find a niche. If you can't do any of those, then it's just sour grapes to throw complaints at successful manufacturers.

I seriously doubt that mcdonalds or cola's market status is based on being faster, better or cheaper. Cheap is drinking water or making food yourself. Better is... eehhh making it yourself and faster is just using prefab food in your microwave :D

Branding, marketing it has become serious business. Take the Nike (not sure it is nike though) example. Nike is NOT a shoe factory. It is a brand name that give the experience of being athlete (yeah right ;) ). Nike outsourced it shoe manufacturing to poor countries for cheaper production. What is left of Nike is a design department and a marketing department.

Take to chip makers like Intel and AMD... Both are saying they have the best processorsw to sell. In the world of marketing it doesnt matter who is right. It just matters what emotions you feel when you hear or see the word intel or athlon. Well moslty intel because AMD doesnt have that much money to do a serious marketing campaign. It is the grapical design, the sound of an intel commercial, the short slogans continuously repeated.

Take any product you buy. Just about any product... How much do you know of its objective merit? how much you objectively know and how much you subjectively know?

Take commercials, just about any commercial... How much info of the commercial is in any way objective? how much is just emotional mud thrown at you? totally irrelevant to the objective merit of the product.

Now some product you buy you buy them with the purpose of showing some idea off that is embedded in the product. Stuff like clothes for example. However the same idea of branding apllied to a lot of other thing seems a bit absurd. Food should be valued on its taste, machines on their objective performance, medicine on its ability to safely cure people and ... well i hope you get the point, and can see that in today's world this doesnt happen, thanks to marketing. :scan:
 
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