dh_epic said:
Plus it seems that 75% of the strategy for winning is finding ways to exploit the gameplay mechanics.
Most players will take an edge where they can find it. Rare are those who so love challenge that they will go out of their way to embrace it, when easier and quicker options are on hand.
England is my favorite civ in C3. Strategies that work well with them will work with any civ, so that's where I built my strategic foundation. Plus, England was the civ I played in my first-ever C3 tournament (at Apolyton, in late 01), and that was sort of my Civ3 coming of age.
If the game rules are tighter and better balanced, there won't be as many exploits and loopholes available. Then players can get the same level of challenge from the AI without having to hand it as much bonus. (Why was Sid level put in to C3C? Because some of us had solved Diety.)
Folks who equate handing bonuses to the AI with "cheating" are tilting at windmills. Civ is not chess. The playfields are randomized and widely varied, the opponents vary, and countless decisions are made by dice rolls. There's no way to program an IBM Big Blue for Civ. The AI is going to NEED help in the form of bonuses to compete with experienced and skilled human players. The aim should be to reduce the amount of bonus necessary, to move the AI's capability up.
Some folks would like to do that by teaching the AI how to exploit the rules the same way many players do. I don't think that would be fun. People can play Civ multiplayer if they want to play no holds barred. Single player is supposed to have some elements of empire building and diplomacy, to give players an experience not just a challenge. Or so I think.
Since the AIs use the city governor routines, improving the governors would not only make them more useful to players, but should reduce the amount of bonuses the AI needs to reach certain levels of performance.
I certainly hope we don't have to wait for Civ5 to see that.
- Sirian