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

including saving some influence to reject denounces and sanctions.

I don't really find that worth it to be honest.

If they really want to pick a fight so bad, I'll let them. I'll build a few more units to be ready and any declarations of war will be responded to by taking one or more settlements before accepting peace.
 
I don't really find that worth it to be honest.

If they really want to pick a fight so bad, I'll let them. I'll build a few more units to be ready and any declarations of war will be responded to by taking one or more settlements before accepting peace.
In my last game on Immortal I got happiness crisis while having 2 wars at once and it was just deadly. Even if you can't avoid war completely, you need to limit it's scope to a single opponent.
 
In my last game on Immortal I got happiness crisis while having 2 wars at once and it was just deadly. Even if you can't avoid war completely, you need to limit it's scope to a single opponent.

You don't get war weariness if your war support is at 0 or better, and I usually have no issues keeping it there.

And I'll acknowledge that I don't go significantly over my settlement cap in Antiquity until the crisis has started, because the happiness crisis is indeed quite difficult. (not a bad thing, if anything the others should be brought up to a comparable level)
 
You don't get war weariness if your war support is at 0 or better, and I usually have no issues keeping it there.

And I'll acknowledge that I don't go significantly over my settlement cap in Antiquity until the crisis has started, because the happiness crisis is indeed quite difficult. (not a bad thing, if anything the others should be brought up to a comparable level)
Keeping war support in two wars on high difficulty levels where AI has bonuses to yields including Influence, is not an easy thing.
 
Keeping war support in two wars on high difficulty levels where AI has bonuses to yields including Influence, is not an easy thing.

I mean, all I know is that I play on Deity and I've had no issues with it. Granted, I do have Gate of All Nations in like half my games.

I also tend to have alliances, so the AI will be busy splitting it's influence between multiple opponents as well.
 
Keeping war support in two wars on high difficulty levels where AI has bonuses to yields including Influence, is not an easy thing.
It's not easy on lower levels either, we clearly need some more tips from @Leyrann!
 
You don't get war weariness if your war support is at 0 or better, and I usually have no issues keeping it there.
This is definitely not true. I do not know the exact formula, but you do get a happiness penalty for being at war despite having all support at 0 or higher. It may be related to difficulty level.
 
I am truly amazed how little this point is ever brought up. Multiplayer in any game is always going to be the real test for any skilled player.
Well, I have spent thousands of hours in Civ3/4 in single player and yes, it required skill to beat it. Civ3/4 had a thriving succession games community. Of course, it all died with Civ5/6
 
It's not easy on lower levels either, we clearly need some more tips from @Leyrann!

I'm afraid I can't really give specifics. I just do what feels right and it's enough to win on Deity without much trouble. I blame having too much experience in 4X games and being too much of a natural optimizer.
 
I also win always on Deity and couldn’t really tell you what I am doing differently. I just noticed how easy the normal difficulty was, so I cranked it up to max, and that was pretty similarly easy. Conquest is slower because you end up needing a rolling carpet of units as some heal in the back, compared to lower difficulty, otherwise it was very much the same. If you’re having problems in some specific area maybe we could describe what we do in those situations. Although I never really have problems with war weariness either. I do always build gate of all nations because it’s so obviously powerful. I also tend to prioritise happiness and celebrations. I’ll pretty much always build a happiness or influence building if I can.
 
Do you use dogo onsen in modern age? Because it was bugged to give a crushing multiplying bonus snowballing you a lot, I don't see it in the patch note so it may still be there. The equivalent of Oxford university giving 30 free techs instantly and 15 wildcard attribute points lol. I didn't complete my modern age deity games because of it. I can see the victory may be relatively easy in Deity, but the game being challenging enough overall with much room for improvement and creativity and adaptation in the approach each game.

Just tested it loading a save: still bugged apparently. Every single settlement receives +1 pop on celebration start if you have this wonder xD I think it's just auto-win. Supposed to be only settlement that has the wonder, so currently gets multiplied by 15 or however many you have.

Edit: but even the mod that fixes it doesn't fix it on loading a save. Maybe it's fixed in the current patch on a new game idk.
 
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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.
Agreed. From Civ IV BTS AI performance has gone DOWN not up. At least Civ V had vox populi but for VI and VII no dice.
 
The only way you get better AI is to get developpers/community to know how to play the game first, but this won't ever happen in time to fit in their business model. How do you expect the developpers to do a good AI when they don't know how to play?
 
The only way you get better AI is to get developpers/community to know how to play the game first, but this won't ever happen in time to fit in their business model. How do you expect the developpers to do a good AI when they don't know how to play?
Developers know that good AI has nothing to do with effective play, because AI doesn't play the game. It's not an opponent, it's one of the game mechanics.
 
Would you say the same about chess?
That's a good question. I think no, there is a different layer there in civ.

In chess, the AI plays exactly the same game as the player, and the only thing both players play for is getting the opponents knight or a decisive advantage. Interestingly, if you are really into chess, you learn the moves, and historical games. The amount of possibilities is huge but nonetheless limited - it's possible to foresee all possible moves for the next few turns for humans as well as for the AI. So, in a way, humans play chess like an AI? Or at least very "mechanically." Also, chess is a game that lives from reactions, you don't move your pieces much without taking every opponent piece into account.

The same isn't really true for civ (regardless which one):
- the AI doesn't really play the same game (some rules change, and actions have different outcomes than for human players)
- the AI doesn't really play to win (but it might win by "accident" when it's weighted actions gets them close enough)
- possibilities are endless, there's much more freedom, and everybody plays for themselves for the most part. Tactical moves can be somewhat foreseen by humans and AI, but the strategy is much harder. It's also not as based on reacting to what others do.
- humans don't really play to win in the same way as in chess as well: it's neither about one winning move, nor about getting a decisive advantages. I mean, if you play chess and you lose two pawns early with not getting anything in return, you'd probably resign. In civ, we always accepted that the AI starts with free techs, extra settlers, or "better pawns."

Could we get better AI? For sure! Especially the tactical AI and the basic city building AI (e.g., where buildings and cities are plotted down) could be much better imho. The basic mechanics of the game, if you will, that follow rather strict rules. There are other games which show this in some, but not necessarily all parts, e.g., Old World, Age of Wonders 4 or Humankind (although the latter two "trick" the tactical AI with a limited battlefield). What's more difficult for AI is probably the strategy, e.g., useful long term decision which buildings to prioritize, when to build which wonder, when to build a unit instead of a building, etc. Apparently, there are some weights active that pretend that there is a long term goal, e.g., when the AIs build lots of missionaries to get relics or explorers to get artifacts. Or how they seem to know where a good place for treasure resources is. But then they seem incapable of capitalizing on their achievements and just keep going in the same way.

Very different perspective: last year, I had a few months in which my board game partners weren't available, and so I started to play a bit with board game bots. If the bots are designed in a clever way, this can be surprisingly engaging for gameplay. But the interesting takeaway is that you learn how exactly the bots work, as you perform their actions. And you see how they operate with different rules than the player, have no agency, get random bonuses or perform triggered or randomly decided actions. All with the goal to provide an opponent for the player that's engaging but simple. And they succeed! They hardly model another player, but they function as a game mechanic, as a great obstacle. I think if civ AI or general rules would focus on the same, it could work better as well. But somehow, strategy gamers seem to prefer if the AI plays more or less along the same rules than they do themselves. At least in games on random maps - I mean, the old RTS campaigns of AoE or StarCraft are also examples for opponents that don't play the same game, and that's largely what made these fun. But why do we prefer an AI that plays the same game as we do in civ? Because we can then be more proud of us that we have won against the AI "on even terms"? I'm really not sure why we think it is better, but it somehow feels like it is.
 
Would you say the same about chess?
Yes.

1. The best chess AI were written by people who are not very good at chess, so for the part - yes.
2. Strongest chess AIs currently are better than humans by more than 1000 ELO rating, so there's no point in playing against them. Chess AI you play against are roleplayers, specifically trained to make human-like mistakes. So, for the second part - yes as well. Chess AIs you play the game against, don't play the game in the same way you do.

That's actually true for most of the good games. Even in multiplayer-first games AI is not programmed to win, it's programmed to teach players to play multiplayer.
 
I usually play with my mod (1.5x deity bonuses) and the Artificially Intelligent mod
. The improved settling makes the game much more immersive, and giving them larger armies makes conquest expensive enough that I don’t feel like I am exploiting the AI.

Where immersion is really destroyed for me is when the AI stops advancing to victory, and suddenly it feels like all pressure is off (e.g. not using banker, not starting science projects). It’s a small-ish issue, since it only affects the end game, and my goal remains to win as fast as I can once I get to modern, but I want to feel some peril, and to have to ask myself, “do I need to interfere with Ben before he wins on science?”
 
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