I enjoy the new format and changes in CIV 6. And I believe CIV 6 is tantalizing close to being the best CIV by far. Unfortunately, every difficult decision is currently best resolved by warmongering. Since, warmongering is the de facto resolution, all the the other intricacies can be ignored on the path to victory. And this is a significant shame.
Most people, who recognize this issue blame the AI and it would be great if the AI was better. But programing a non-exploitable AI for tactical warfare is difficult at best. So I started to think, what would be some simple fixes would could help the AI survive warfare and be better at warfare without the massive investment of building a better tactical warfare engine.
First lets identify, the easiest way to exploit the AI, I have found.
1) fight the AI away from its cities (even better near my cities), destroy its army, and take over it cities. Cities can not successfully defend themselves, without assistance from military forces. Rinse and repeat until the game is done.
This exploit works because, it takes a long time to build any new military units. So once the AI military is defeated or severely weakened, the AI is done and will never recover. Then it is just matter taking over the cities. Only cities with very favorable geography will pose any obstacle.
So, if the military units were cheaper (probably even significantly cheaper 1/2 to 1/3 of cost) to build, the AI could recover quicker and put up a better fight. Also the AI would need to a be tuned to build military units while at war.
But making military units cheaper allows building massive militaries, which creates a new exploit.
This could be balanced, by making the military units have higher maintenance costs. So large militaries would bankrupt the player or the AI.
This still leaves an unfair (too great) advantage of large expansive empires over small defensive empires. This can be balanced by flexible maintenance costs.
Here is a example of flexible maintenance costs. The actual additional cost would need to be vetted for best result.
1) unit stationed in a city cost or military encampment cost X
2) units stationed outside city or in allied empire cost X+1 (except scouts)
3) units stationed outside the empire cost X+2 (except scouts)
4) units stationed another CIVs empire at war cost X+3 (except scouts)
This also brings scouts back into the game. At this time, it is better to explore with military units and forgo scouts.
This would force individuals to use solutions outside of pure warmongering to beat the AI at higher levels. For the player, warmongering would become a weighted choice instead of the de facto solution. For the AI the calculated choice to build military and go to war is a bit more complicated but does not appear to be an overly complex calculation.
With these changes, I could not beat the AI at its higher settings anymore. So it would be conceivable, the AI bonuses could be reduced (maybe even significantly) and AI would still be more competitive and the game more enjoyable.
Hope this helps,
Most people, who recognize this issue blame the AI and it would be great if the AI was better. But programing a non-exploitable AI for tactical warfare is difficult at best. So I started to think, what would be some simple fixes would could help the AI survive warfare and be better at warfare without the massive investment of building a better tactical warfare engine.
First lets identify, the easiest way to exploit the AI, I have found.
1) fight the AI away from its cities (even better near my cities), destroy its army, and take over it cities. Cities can not successfully defend themselves, without assistance from military forces. Rinse and repeat until the game is done.
This exploit works because, it takes a long time to build any new military units. So once the AI military is defeated or severely weakened, the AI is done and will never recover. Then it is just matter taking over the cities. Only cities with very favorable geography will pose any obstacle.
So, if the military units were cheaper (probably even significantly cheaper 1/2 to 1/3 of cost) to build, the AI could recover quicker and put up a better fight. Also the AI would need to a be tuned to build military units while at war.
But making military units cheaper allows building massive militaries, which creates a new exploit.
This could be balanced, by making the military units have higher maintenance costs. So large militaries would bankrupt the player or the AI.
This still leaves an unfair (too great) advantage of large expansive empires over small defensive empires. This can be balanced by flexible maintenance costs.
Here is a example of flexible maintenance costs. The actual additional cost would need to be vetted for best result.
1) unit stationed in a city cost or military encampment cost X
2) units stationed outside city or in allied empire cost X+1 (except scouts)
3) units stationed outside the empire cost X+2 (except scouts)
4) units stationed another CIVs empire at war cost X+3 (except scouts)
This also brings scouts back into the game. At this time, it is better to explore with military units and forgo scouts.
This would force individuals to use solutions outside of pure warmongering to beat the AI at higher levels. For the player, warmongering would become a weighted choice instead of the de facto solution. For the AI the calculated choice to build military and go to war is a bit more complicated but does not appear to be an overly complex calculation.
With these changes, I could not beat the AI at its higher settings anymore. So it would be conceivable, the AI bonuses could be reduced (maybe even significantly) and AI would still be more competitive and the game more enjoyable.
Hope this helps,