@lilnev
Fascinating read. I wish Firaxis could hire you to try out your experiments, with unlimited funds and access to all the world's leading AI specialists, if only to cut down the number of threads entitled "the AI cheats!!"
One thing, though...
Wouldn't it be more fun if each AI civ was slightly flawed in some way, causing it to make occasional mistakes which the player could exploit? I don't mean it should be too stupid to pick the best choice in any given case, but that its psychology should lead it to make bad decisions. Hence, Monty attacks even when the odds are against him, Musa trades away techs he really ought to hold on to, Izzy gets in a strop with anyone who doesn't share her religion, and Toku just digs himself a hole.
Apart from the whole flavour thing, having different personalities in the game makes for a richer strategic experience, as the player strives to exploit his rivals' psychological weaknesses.
And if the AI could identify patterns in a human player's actions from game to game, and then exploit that player's own weaknesses, it would take civ to a whole new level, where innovation and unpredictable behaviour were required just to maintain your level, let alone advance to higher difficulties.
Fascinating read. I wish Firaxis could hire you to try out your experiments, with unlimited funds and access to all the world's leading AI specialists, if only to cut down the number of threads entitled "the AI cheats!!"
One thing, though...
Wouldn't it be more fun if each AI civ was slightly flawed in some way, causing it to make occasional mistakes which the player could exploit? I don't mean it should be too stupid to pick the best choice in any given case, but that its psychology should lead it to make bad decisions. Hence, Monty attacks even when the odds are against him, Musa trades away techs he really ought to hold on to, Izzy gets in a strop with anyone who doesn't share her religion, and Toku just digs himself a hole.
Apart from the whole flavour thing, having different personalities in the game makes for a richer strategic experience, as the player strives to exploit his rivals' psychological weaknesses.
And if the AI could identify patterns in a human player's actions from game to game, and then exploit that player's own weaknesses, it would take civ to a whole new level, where innovation and unpredictable behaviour were required just to maintain your level, let alone advance to higher difficulties.