sir_schwick
Archbishop of Towels
A few thoughts on AI competativeness:
All nations compete for first survival, second domination. The main flaw with Civ 3 was that war is the only way to dominate. If they could make control an issue of developement and policy as well, it would solve many of this forums's complaints. In Civ 2 all the AIs were competative, but preset to fight you. They just need to make it a system where each player evaluates who they need to worry about the most, and assume it is not the human player unless it really is. As for diplomacy, I think SMAC had it best, although the trading table was much more intuitive to use. Combine the trade style and the SMAC optiosn and you have a winner, especially when it comes to war.
On the rise and fall of civilzations:
In civilization when you fall you lose. Historically all 'winning' empires fall at some point. I think the game should change so your responsiblity as a player is to make the greatest impact when you are up. Under this system your relative power and success are tracked along a curve. The faster the rise the faster the fall. the more intense the rise the more intense the fall. To encourage making a lasting impression, any civs that form from the remains of your society you can decide to control, even if you are still alive. Imagine the Romans are falling, but the Byzantines, succesors to your heritage, have emerged. YOu can switch to the Byzantines to try and form a new desitny. The winner is he/she who managed to change history.
All nations compete for first survival, second domination. The main flaw with Civ 3 was that war is the only way to dominate. If they could make control an issue of developement and policy as well, it would solve many of this forums's complaints. In Civ 2 all the AIs were competative, but preset to fight you. They just need to make it a system where each player evaluates who they need to worry about the most, and assume it is not the human player unless it really is. As for diplomacy, I think SMAC had it best, although the trading table was much more intuitive to use. Combine the trade style and the SMAC optiosn and you have a winner, especially when it comes to war.
On the rise and fall of civilzations:
In civilization when you fall you lose. Historically all 'winning' empires fall at some point. I think the game should change so your responsiblity as a player is to make the greatest impact when you are up. Under this system your relative power and success are tracked along a curve. The faster the rise the faster the fall. the more intense the rise the more intense the fall. To encourage making a lasting impression, any civs that form from the remains of your society you can decide to control, even if you are still alive. Imagine the Romans are falling, but the Byzantines, succesors to your heritage, have emerged. YOu can switch to the Byzantines to try and form a new desitny. The winner is he/she who managed to change history.