i swear everyones watched that recently...
Classic movie. I loved the first two.

Somehow, the sequels after that weren't quite as good for some reason.
New artistic direction or something. Sounds familiar now that I think about it.

i swear everyones watched that recently...
Civ used to be, and always should have been a God game. You are the God, and are basically getting the thrill from recreating man's alternative history, albeit from a single nation's point of view. This concept seemed to be entirely misunderstood by Civ V's creators.
Someone mentioned the ais going for a particular victory type from the very first turn. This is such a bad idea, even in the most basic concept. Nevermind that most players have no idea what victory they may be persuing for quite a while in a game, that really shouldn't ever be what Civ is about. Chess yes, Formula 1 yes, Football yes, Civ no.
Have ai nations decide on a "victory" path, in what should be a computerised game of life, is as redundant as deciding that your new born son is going to be an NFL QB and absolutely nothing else whatever (unless your family name is Manning) or your 3hr old baby daughter is going to be President of The USA, and nothing else will do....
Or it's a sign you don't know how to make scenarios.
In any case, this is not a new thing. Both the number of civilizations and the size of the map plays into how the game runs.
Here is my CPU specs, for anyone interested.
MS Win XP Pro SP3
AMD Athlon 64 X2 Dual Core Processor 4200+
3Gig RAM
Nvidia GeForce 9400 GT
Here is my CPU specs, for anyone interested.
MS Win XP Pro SP3
AMD Athlon 64 X2 Dual Core Processor 4200+
3Gig RAM
Nvidia GeForce 9400 GT
Ruthless AI
The ultimate challenge. Ruthless AI removes any human aspects from the AI, making them cold, calculating, and cunning. The AI will expand strategically into nearby targets, destroy threats, and use diplomacy to it's advantage. Watch small border conflicts flare up into International conflicts, with the entire world arrayed against you.
New Rant Time
I can understand and forgive the tactical AI not being top-of-the-line yet. After all, it's a new system. What I can't forgive is just how broken the Diplomacy AI is still. There's a difference between playing like a human, like a computer, and like a player. The problem with Civilization V is that the AI tries to be all three at once and fails. The AI is unpredictable which wouldn't be a problem if it could at least be consistent some of the time. It fails to play like a player for obvious reasons. The AI should never play like a player.
And it fails to play like a human unless humans are known to make nothing but mistakes, such as declaring war with a friendly nation four times your strength. This can work sometimes but because the tactical AI isn't up to speed yet, it can't even make short-term gains. I would forgive an AI that declares on a nation four times it strength if it had a set goal and had the means and plan to reach it. For instance, if the goal is to take a lightly-defended city, it should already have the force prepared to swoop in and take the city. The army shouldn't still be in transit or, worst, haven't even mobilized yet.
Half the time, it seems as if the AI is declaring war just because you're doing well and doesn't even come up with a goal to do this.
This is the Ruthless AI from A New Dawn, a mod made by, of course, a CivIV modder. Ironically, by taking away the pseudo-emotion of the AI, the AI didn't become so much a cold, calculating monster but human-ish or at least, a very decent player. The AI took into account the size of your military and operated with a sense of Realpolitick. The AI hated you when you declared war on a friend which is far different from the CivV AI which hates you for defending yourself. In many ways, the Ruthless AI is what the CivV AI tries to be and it fails in a spectacular fashion.
The AI was smart enough to properly gang up on you and it was smart enough to see when it was better to be a reliable friend. The AI was aggressive but not suicidal. The CivV diplomacy AI just proves just how badly the devs need to release the source to modders.
Funny how, after time, he seems to be on the other side of the fence, isn't it?Oh my, I remember clashes with you Sonereal shortly after release, you were alongside Charon battling us disappointed farts![]()
The saddest thing is that I don't really care anymore. At all. Didn't even start a new game after the latest patch release. I'm reading books (Game Of Thrones atm), re-playing Fallout 2 (had a great game on Emperor in Civ4 too recently) and occasionally drop here to read few random threads.
I'm too old it seems. But it always baffles me how come that there's noone out there in the gaming market aiming for the old gamer audience. I know that we're an ungrateful bunch that's not eating cheap pile of crap so willingly as the youth but come on, anyone?
Funny how, after time, he seems to be on the other side of the fence, isn't it?
How is this junk game after the latest patch?
IMO it's worse now. The second latest patch was a major improvement, but with the latest patch they took a wrong direction again. Happiness is now PITA, AI is more aggressive while it was too aggressive already before the patch, strange changes to wonders (some have been made overpowered, some nerfed to useless), fewer starting options thanks to nerfed wonders/SP/Happiness and overaggressive AI...
Who really is in charge of Civilization 5 now? Since Jon Shafer left, have they promoted anyone to be lead designer or is it design by committee?
It just feels like a rudderless ship.![]()
All good Civ designers end up in casual land of facebook. Reynolds is there, Sid is there... Don't know about Soren Johnson. Maybe he could save this sinking ship. But i highly doubt he would return to Firaxis.
My current game, Dragon Age Legends, was released last month. I wrote the following post as designer notes on the upcoming guild system.
One of the design goals of Dragon Age Legends is to have meaningful social mechanics. Many social game are social only in the sense that they use the players social graph to help spread the game virally through her network by encouraging the player to invite her friends as neighbors to grow her farm, for example, or trading items with one another through the gifting system to finish a building. While these mechanics help grow a social games visibility, they dont necessarily make the actual experience of playing the game more fun.