Civ VII single player suffers from the same problems Civ VI did

cyprusdog

Chieftain
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A lot of the problems everyone is mentioning can and probably will be fixed with a few patches, updates and mods. Most of the bigger bugs are gone already (depending on platform, I guess). The UI has become okayish if you install a dozen mods, and a lot of what has been done by the modders will be incorporated into the regular game (with the modders probably adding more good stuff on top.

There are some medium annoyances, like bad balancing, which are to be expected in a game as complex as Civ, and most of which will probably be worked out over time. Civ changes bother me a bit more than I thought, but they are an interesting design choice, and I will get used to them - the lack of synergy between many leaders and their historical civilizations, however, makes me kinda mad. For some, choosing their "own" civ is a bad idea in 90%+ of games. That shouldn't happen IMO.

BUT, and that's the big BUT which kinda breaks the game for me: It suffers from the same problems that Civ VI did, and some of them are even amplified.

The AI is horrible, useless and idiotic. Watching settlers doing sightseeing tours across the continent all the time is just the most visible thing. AI can't plan ahead, can't follow a consistent strategy, can't decide on a plan towards victory and execute it. And the worst thing is: It once again cannot fight.

Dumbing down city planning to the point where you just drop buildings in the obvious best places for them helped a bit. At least the towns aren't completely screwed up when you conquer them. But the AI doesn't look for resources or good tiles, doesn't grab them fast, doesn't include defendability into choosing city locations (hence the spam all over the continent) and doesn't set aside locations for wonders, so they mostly get built in crappy places.

The introduction of Commanders, which was supposed to make fighting manageable for the AI, actually completely destroyed its fighting abilities. AI has no clue what to do with them, just letting them stroll randomly across the map, packed with troops which never see the light of day. AI lets them walk into enclosed spaces where they can't drop their troops and waits until you kill them off. It doesn't protect them at all; doesn't use them to funnel infantry through their lines of archers and reinforce strategic locations from the reserve; doesn't apply their bonuses in and meaningful way. Once you start a war, it does the same it did in Civ VI: send troops to die en masse.

Also, snowballing hasn't been eliminated or even reduced by either crises or Age reset. If you know how to handle a crisis, you will escape mostly unscathed from it, while the AI suffers. A human player knows the start of the crisis is basically the moment where you stop thinking about this age and just prepare for the next one. Stop building things which will be worthless in a few turns, get Legacy paths to the exact points where you will get bonuses, minimaxing your Army and Navy so you have the right combination of troops and commanders. The AI, however, is completely ignorant of this, and so completely wastes the final turns of each age building useless things and doubling down on stuff which will go away. You will almost always come out (relatively) stronger when the new age begins.

And this, in effect, creates the exact same problems in single player that Civ VI suffered from: If you play on anything less than Deity, your victory is always a foregone conclusion (if you're a halfway decent player). I heard that for the really good players, even Deity is too easy; that's not the case for me, but it forces me into doing the same things over and over again. You cannot win a peaceful game, with the bonuses the AI gets leaving you behind all the time. You need to fight, and basically kill off at least one other leader, which is laughably easy. After that, you either snowball to victory or just continue declaring war - because, well, you already have the troops, so why not use them? And once you're far enough beyond the settlement limit, it doesn't matter anymore.

The thing is, we waited 8 long years for Firaxis to do something about the AI. They didn't, and now they release a new game with exactly the same problem. Kinda makes me sad.

Moderator Action: Edited your post to comply with the site's rules on inappropriate language without changing meaning. leif
 
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This is the #1 reason why I havent bought the game yet (after extensively following the hype cycle and almost buying the Founder's Edition multiple times)

WHAT is the point of introducing new and exciting systems if your opponents cant use them against you?
 
This is the #1 reason why I havent bought the game yet (after extensively following the hype cycle and almost buying the Founder's Edition multiple times)

WHAT is the point of introducing new and exciting systems if your opponents cant use them against you?
This might be a controversial take, but I'm not fully convinced that the AI is actually an opponent in civ games. They are more of a game mechanic than an opponent or other player. Their main role is to put some military threat, fake competition for regions to expand peacefully, providing regions to expand militarily, and competition in some areas (wonders, legacy milestones). The player is not really playing against them as equals. Looking back, I can see this in all civ games, and while it might have been more balanced between game mechanic and opponent in the earliest games (1 & 2), the scaled tipped in favor of game mechanic with the huge bonuses etc. and an AI that didn't really play the same game as the player form 3 onwards. Since 6, this was even more true and now, with 7 and it's system of some leaders not even competing despite being on the map, it is clearer than ever: there are no opponents in single player civ games.

That doesn't really excuse the bad AI, but for me personally, it explains why a competitive AI (or a real opponent) isn't a priority. It's also how I see the AI paradox games, and playing these for many years, I reached this conclusion that the AI-played nations aren't meant as opponents to begin with.

But yes, some comparable games actually have AI-played entities that are full opponents, that play the same game by the same rules, and feel competitive, e.g., Ozymandias. But that game is of course much, much simpler.
 
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This might be a controversial take, but I'm not fully convinced that the AI is actually an opponent in civ games. They are more of a game mechanic than an opponent or other player. There main role is to put some military threat, fake competition for regions to expand peacefully, providing regions to expand militarily, and competition in some areas (wonders, legacy milestones). The player is not really playing against them as equals. Looking back, I can see this in all civ games, and while it might have been more balanced between game mechanic and opponent in the earliest games (1 & 2), the scaled tipped in favor of game mechanic with the huge bonuses etc. and an AI that didn't really play the same game as the player form 3 onwards. Since 6, this was even more true and now, with 7 and it's system of some leaders not even competing despite being on the map, it is clearer than ever: there are no opponents in single player civ games.

That doesn't really excuse the bad AI, but for me personally, it explains why a competitive AI (or a real opponent) isn't a priority. It's also how I see the AI paradox games, and playing these for many years, I reached this conclusion that the AI's aren't meant as opponents to begin with.

But yes, some comparable games actually have AIs that are full opponents, that play the same game by the same rules, and feel competitive, e.g., Ozymandias. But that game is of course much, much simpler.
The AI is not supposed to be an equal. But that's beside the point. It still has to do two things to be of acceptable quality

1. Appear like a credible political faction to roleplayers especially but others too so they can maintain their suspension of disbelief. This means the AI has to be able to build and fight to an OK degree and not do obviously imbecilic actions so one can imagine dealing with a competing people and head of state instead of a set of heuristics.
2. With enough bonuses provide a challenge to players who are looking for one. This (among other requirements) means that it can actually defeat them now and then.

Civ3 and Civ4 AIs meet these requirements. No other Civ games' AI does. I'm not entirely sure about Civ5 though.
 
The AI is not supposed to be an equal. But that's beside the point. It still has to do two things to be of acceptable quality

1. Appear like a credible political faction to roleplayers especially but others too so they can maintain their suspension of disbelief. This means the AI has to be able to build and fight to an OK degree and not do obviously imbecilic actions so one can imagine dealing with a competing people and head of state instead of a set of heuristics.
2. With enough bonuses provide a challenge to players who are looking for one. This (among other requirements) means that it can actually defeat them now and then.

Civ3 and Civ4 AIs meet these requirements. No other Civ games' AI does. I'm not entirely sure about Civ5 though.

Vanilla Civ 5’s ai is better than 6 but still not that impressive. With vox populi mod however the ai is probably most formidable the series has seen.
 
Nobody cares. More seriously:
-Firaxis doesn't care
-2k doesn't care and none of their analyst will ever equate AI with sales
-Fans don't care. Civ 6 sales were great while having a stupid AI
-Modders don't care because they can get a lot more money from making new civs
-Influencers don't care for obvious reasons
It is a lot like most of us anti 1upt fans, nobody cares and it is here to stay. And it isn't just a civ problem, ARA, Humankind, millenia all suffer from catastrophic AI.
 
Back in the days of Civ 4 a modder on these forum with the handle Blake set out to improve the AI. He achieved his goal and the AI was improved so much that he had to remove their freebie cheats. The problem then became that the players didn't like losing so much. His view was that if you always play with 10 players (9 AI) you should only win 1/10 of your games with good competitive AI. With 20 players (19 AI) you should only win 1/20 games. However, most players feel cheated if they only win 10% or 5% of the games they play and they get bitter about it.

Blake eventually scaled the mod back and made the AI dumber again to favor on the side of fun vs. challenge. You can find these threads and discussion in the Civ 4 archives still most likely.

I usually bring this up in these discussions because I found this interesting when it happened. Many players tend to view this poor AI as incompetence by the programmers. But even the best AI programmer has a dilemma in front of them on how to balance what's fun for the intended audience, as well as challenge for multiple skill levels. This "sweet spot" may not even exist due to how wide that demographic is.
I actually do agree with a lot of the points you make and I am OK with losing 10% or less of my games to good AI, but if it loses sales, I recommend making dumb AI, and preferably releasing an official AI mod for smarter, more difficult AI. Or at least releasing mod tools for those interested in supporting that part of your fanbase.
 
Back in the days of Civ 4 a modder on these forum with the handle Blake set out to improve the AI. He achieved his goal and the AI was improved so much that he had to remove their freebie cheats. The problem then became that the players didn't like losing so much. His view was that if you always play with 10 players (9 AI) you should only win 1/10 of your games with good competitive AI. With 20 players (19 AI) you should only win 1/20 games. However, most players feel cheated if they only win 10% or 5% of the games they play and they get bitter about it.

Blake eventually scaled the mod back and made the AI dumber again to favor on the side of fun vs. challenge. You can find these threads and discussion in the Civ 4 archives still most likely.

I usually bring this up in these discussions because I found this interesting when it happened. Many players tend to view this poor AI as incompetence by the programmers. But even the best AI programmer has a dilemma in front of them on how to balance what's fun for the intended audience, as well as challenge for multiple skill levels. This "sweet spot" may not even exist due to how wide that demographic is.
I actually do agree with a lot of the points you make and I am OK with losing 10% or less of my games to good AI, but if it loses sales, I recommend making dumb AI, and preferably releasing an official AI mod for smarter, more difficult AI. Or at least releasing mod tools for those interested in supporting that part of your fanbase.
Very interesting!
 
The #1 most consistent request by fans over all the civ games has got to be improving the AI.

It's unfair to disregard the practicality, but from my player perspective it doesn't seem like a priority.
I'd bet it is a priority, but it's also far and away the hardest part of the game to actually have working.

Not only because it's just hard to figure out, but the AI actually works with most actual game numbers as very fuzzy. In that, you can actually take the xml game files, change all the values, and the AI effectively can react to that. You could mod your game to have cavalry cost 2x what it does now, and they have to code the AI to smoothly handle that and adjust. You could mod the game to remove siege units entirely from the game, and it has to work.

I bet you the game would have 100x if they essentially removed the ability to mod the game. They could take so many shortcuts "okay, found in place, build scout -> scout -> slinger -> settler. Always research Piety first when you get there." Heck, I wouldn't even be surprised if the current game AI doesn't even understand that there are 3 eras in the game.

Do I want a better AI? Yeah, for sure. And I'm sure there's a million things they can and should tune to work better (crazy forward settling, bad district placement, etc..). And sure, they're not starting from scratch, I'm sure a good portion of the underlying AI code is ported in from civ 6. But as the main pieces of the game settle into place, I'm sure they can also start taking some targeted updates. But early on, I'm sure they can't get too deep in going down a specific path for the AI, as I'm sure a lot of the finer numbers they have been updating up to launch. The fact that they actually know how to use a number of the systems is already in a great place.

That all said, I would definitely love it if they could really dig deep and get going on the AI. If we could get a civ game with an actually competent and challenging AI opponent? Dream scenario.
 
I usually bring this up in these discussions because I found this interesting when it happened. Many players tend to view this poor AI as incompetence by the programmers. But even the best AI programmer has a dilemma in front of them on how to balance what's fun for the intended audience, as well as challenge for multiple skill levels. This "sweet spot" may not even exist due to how wide that demographic is.
I actually do agree with a lot of the points you make and I am OK with losing 10% or less of my games to good AI, but if it loses sales, I recommend making dumb AI, and preferably releasing an official AI mod for smarter, more difficult AI. Or at least releasing mod tools for those interested in supporting that part of your fanbase.
I think these points are excellent. I'm one of those who would not want to lose 90 % of my games, and I'm not really a competitive player.

I do think, however, it's meaningful to distinguish between a competitive and a competent AI. I don't need a competitive AI, but I would like a more competent AI that understands how to use the game mechanics to just the basic level (and here I'm talking about 6, not 7, because I haven't got 7 yet).
 
Blake eventually scaled the mod back and made the AI dumber again to favor on the side of fun vs. challenge. You can find these threads and discussion in the Civ 4 archives still most likely.
Sorry, I find this very hard to believe. They could have just reduced the AI bonuses instead.
 
The #1 most consistent request by fans over all the civ games has got to be improving the AI.
Telemetry is much more important for the devs' priorities than us fans on a minor (we are!) forum like CFC shouting for better AI. I don't know for sure, but I bet the telemetry tells them most players play on lower levels and then the game is balanced for the majority. That being said, I feel the AI in 7 is slighty better than in 6. :)
 
The AI is horrible, useless and idiotic. Watching settlers doing sightseeing tours across the continent all the time is just the most visible thing. AI can't plan ahead, can't follow a consistent strategy, can't decide on a plan towards victory and execute it. And the worst thing is: It once again cannot fight.

You excuse the UI being okayish with a dozen mods, but then in the next breath say that the AI is a major issue... when frankly, the AI mod that's available right now is already on a comparable level to, if not better than, what I've seen after years of AI modding for Civ VI.

The thing is, we waited 8 long years for Firaxis to do something about the AI. They didn't, and now they release a new game with exactly the same problem. Kinda makes me sad.

And this is straight up untrue.

Deity doesn't appear harder than in Civ VI, no... until you remember that Civ VI Deity AI was given three Settlers at game start, as well as an entire army and a bunch of builders, whereas Civ VII AI starts with just a single Settler, just like humans.

Give them the same bonuses and Civ VII AI would smoke Civ VI AI.

To be clear, I absolutely do want the AI to be better, as I am indeed one of those players for who winning is a foregone conclusion even on Deity (just like it was in Civ VI, unless I got early rushed with aforementioned army the AI started with), but let's not pretend there haven't been any improvements just because the biggest improvements have been canceled out by the AI starting on equal footing now. Also, I'm pretty sure the yield bonuses for the AI are slightly smaller in Civ VII.
 
This might be a controversial take, but I'm not fully convinced that the AI is actually an opponent in civ games. They are more of a game mechanic than an opponent or other player. Their main role is to put some military threat, fake competition for regions to expand peacefully, providing regions to expand militarily, and competition in some areas (wonders, legacy milestones). The player is not really playing against them as equals. Looking back, I can see this in all civ games, and while it might have been more balanced between game mechanic and opponent in the earliest games (1 & 2), the scaled tipped in favor of game mechanic with the huge bonuses etc. and an AI that didn't really play the same game as the player form 3 onwards. Since 6, this was even more true and now, with 7 and it's system of some leaders not even competing despite being on the map, it is clearer than ever: there are no opponents in single player civ games.

That doesn't really excuse the bad AI, but for me personally, it explains why a competitive AI (or a real opponent) isn't a priority. It's also how I see the AI paradox games, and playing these for many years, I reached this conclusion that the AI-played nations aren't meant as opponents to begin with.

But yes, some comparable games actually have AI-played entities that are full opponents, that play the same game by the same rules, and feel competitive, e.g., Ozymandias. But that game is of course much, much simpler.


I don't think it's controversial at all. If anything, it seems like the most logical explanation, which is disappointing. I had hoped that the development of generative AI would lead to true AI opponents who could make use of some of the features you mentioned. I'm optimistic that it will improve with time, and since I don't have a lot of time to play and I haven't played since Civ IV BTS, I'm not as down on the game as some others have been. I have been enjoying it.
 
A lot of the problems everyone is mentioning can and probably will be fixed with a few patches, updates and mods. Most of the bigger bugs are gone already (depending on platform, I guess). The UI has become okayish if you install a dozen mods, and a lot of what has been done by the modders will be incorporated into the regular game (with the modders probably adding more good stuff on top.

There are some medium annoyances, like bad balancing, which are to be expected in a game as complex as Civ, and most of which will probably be worked out over time. Civ changes bother me a bit more than I thought, but they are an interesting design choice, and I will get used to them - the lack of synergy between many leaders and their historical civilizations, however, makes me kinda mad. For some, choosing their "own" civ is a bad idea in 90%+ of games. That shouldn't happen IMO.

BUT, and that's the big BUT which kinda breaks the game for me: It suffers from the same problems that Civ VI did, and some of them are even amplified.

The AI is horrible, useless and idiotic. Watching settlers doing sightseeing tours across the continent all the time is just the most visible thing. AI can't plan ahead, can't follow a consistent strategy, can't decide on a plan towards victory and execute it. And the worst thing is: It once again cannot fight.
The AI does a lot of things very well. Especially in terms of basic tactics. It will withdraw when it has and advantage, it will bait you into a trap. It focuses on defending settlements.

People aren't crediting these improvements enough.
 
To be clear, I absolutely do want the AI to be better, as I am indeed one of those players for who winning is a foregone conclusion even on Deity (just like it was in Civ VI, unless I got early rushed with aforementioned army the AI started with), but let's not pretend there haven't been any improvements just because the biggest improvements have been canceled out by the AI starting on equal footing now. Also, I'm pretty sure the yield bonuses for the AI are slightly smaller in Civ VII.
The AI gets combat bonuses, but what I've noticed is they often enact policies and take advantage of things the provide additional combat bonuses. It then engages tactically in a way to take advantage of them. Not consistently, but reliably.
 
Back in the days of Civ 4 a modder on these forum with the handle Blake set out to improve the AI. He achieved his goal and the AI was improved so much that he had to remove their freebie cheats. The problem then became that the players didn't like losing so much. His view was that if you always play with 10 players (9 AI) you should only win 1/10 of your games with good competitive AI. With 20 players (19 AI) you should only win 1/20 games. However, most players feel cheated if they only win 10% or 5% of the games they play and they get bitter about it.

Blake eventually scaled the mod back and made the AI dumber again to favor on the side of fun vs. challenge. You can find these threads and discussion in the Civ 4 archives still most likely.

I usually bring this up in these discussions because I found this interesting when it happened. Many players tend to view this poor AI as incompetence by the programmers. But even the best AI programmer has a dilemma in front of them on how to balance what's fun for the intended audience, as well as challenge for multiple skill levels. This "sweet spot" may not even exist due to how wide that demographic is.
I actually do agree with a lot of the points you make and I am OK with losing 10% or less of my games to good AI, but if it loses sales, I recommend making dumb AI, and preferably releasing an official AI mod for smarter, more difficult AI. Or at least releasing mod tools for those interested in supporting that part of your fanbase.
I was actually playing a succession game in Civ4 with Blake's AI and trying to provide feedback to him. The AI got so strong, we couldn't beat them, their SoD where just too powerful to us. Let me try and find it

This is one of the succession games, Blake himself is part of it
https://forums.civfanatics.com/threads/acid_04-the-final-frontier.196533/
 
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