PhilBowles
Deity
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- Nov 20, 2011
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If I were talking about how agendas *play* in Civ6 rather than the *idea* of agendas, I'd agree with you here. Maybe that was the original intention of the thread. The impression I got was that this thread was about "let's talk about the best and worst parts of each game so we can combine them into a better game", in which case talking about the idea of agendas is the important part, not how the AI has or has not been programmed along with them.
Certainly I was focusing on how they play. There are a lot of features in Civ games that are good in concept but leave something to be desired in practice - the Civ V take on diplomacy was among them, but generated endless complaints because it was seen as being opaque and the AI had difficulty with it.
I'm not sure that agendas particularly fit that bill, though, as they're only ever going to be civ-specific relationship modifiers of the sort Civ games have used since at least Civ IV. If there were a form of agenda system that actually prompted individual civs to play to specific favoured strategies that would be a different matter, but if all they're doing is giving different AIs different heuristics that tell them when it's safe to make an enemy of another civ there's not much gain in making those civ-specific. There is no reason, for instance, that only Cleopatra should care about whether a civ is militarily stronger than her in calculating whether to go to war.
Again, this is a flaw with the implementation of the AI.
It is, but it's a flaw unrelated to agendas as Firaxis envisaged them, which is only really naming something that already existed among modifiers - Byzantium in Civ IV liked religious civs and disliked nonreligious ones, for instance.
They don't quite all behave identically. If they all had the same abilities they would, sure. But since Qin does happen to have the wonder-building ability, his Builders will get spent on those and his land will continue to go unimproved, prompting the AI to make more Builders, thus spending less time on military, thus deciding not to declare war despite disliking you.
There are plenty of games where Qin doesn't build Wonders - his preference for doing so is a randomly-assigned value in each game just as it is for everyone else. He tends to complain if people have one or two Wonders, suggesting that he doesn't particularly commonly go in for actual Wonder-spam. I'm also not sure how much ability AIs have to use Civ-specific abilities, as opposed to benefitting from static bonuses. In short, the civ having the ability to do X doesn't entail that that AI civ will do X.
Even with static bonuses the AI actually has to build whatever's providing the bonus - in my current game (I got past the bug) Korea is only putting out 5 GS points past turn 150, so is clearly not building many Seowons assuming it has actual buildings inside any of them (though I don't know how many cities Korea actually has - the missing 8th civ turned out to be Japan, so there was a lot of crowding going on. Korea should have had first pick of much of China, but Mongolia seems to have expanded more quickly and India's been highly aggressive in this game - probably because of Chandragupta's agenda on a map that's squeezed five of the eight civs in his immediate vicinity).
I'm not talking about the agenda weights for the AI. I was talking about how *prominent* the agendas are. They are the flashiest part of the diplomacy system, the one you are most likely to notice. So any other nuances in AI personality are not noticed because the agenda system is in your face.
I mostly ignore the agendas - when I consider AI personalities I think in terms of favoured strategies, how expansion behaviour and aggression vary, favoured unit choices, religious tendencies and - in Civ V where it was a particularly prominent feature - tendency to backstab allies (something that basically doesn't happen in Civ VI). None of those vary with any consistency between civs in Civ VI, save for civs tending to favour the unit type that contains their unique unit.
I disagree that the other games had more evident AI personalities. I didn't notice them having distinct personalities in any of the games, but the agenda system is the closest to making playing with each AI different.
I sadly haven't been able to relocate the entertaining Civ V threads on leader personalities that gave a detailed description of each - that these varied hugely between leaders, that the poster presented them in a way that matched my experience and that there were multiple people on the threads agreeing with those portrayals strongly indicates it's not an artefact of perception.
AIs in Civ VI may have weights when looked at in the code, but for whatever reason that isn't being expressed in the game - perhaps the assignment of traits is too random, so that peaceful cultural-focused Shaka is only slightly less likely than peaceful cultural-focused Pericles in any given game.
I think I must have misworded my original claim because everyone is jumping down my throat here, because I did not mean that the Civ6 AI actually *plays* differently, but that *you play differently vs each AI*.
In Civ VI the problem with any system that requires you to engage with it for it to matter is that it's just roleplaying - the game isn't challenging enough for you to need to try and get small edges, even if that's what playing to AIs' agendas accomplishes. I treat all AIs the same and win well enough doing so - I'll fight the ones that become a nuisance or attack me (as Scotland briefly did in my game) but generally befriend any that don't get in my way to ensure that they aren't threats militarily (since backstabbing is absent in Civ VI). The identity of the specific civs that I need to keep an eye on varies between games and doesn't have any bearing on how I treat them - all that really matters is proximity and whether or not a civ can pose a threat to victory if it's becoming overly successful.
In my game the latter happens to be Scotland, purely as far as I can tell an artefact of the fact that it's one of only two civs (the other being mine, Arabia) that has no near neighbours and a lot of space to expand into - I had the advantage of Africa's landmass, but the drawback of North Africa being resource/production-poor and a lot of city states taking up useful real estate, while Scotland had less but higher-quality land and no city states to worry about (or, conversely, to benefit from while I had all of Fez, Hattusa, Kumasi and Zanzibar). The Maori were probably supposed to colonise the Americas or Australia, but have done neither (Scotland has been admirably historical by sending a lot of missionaries to Central America, but no units or settlers that I've seen - maybe they sent a settler but it perished in Darien), and all the Asian powers are spending resources attacking each other or are stuck in corners they haven't expanded from. None of that - other than the fact that on a TSL map Scotland will start in Scotland and Arabia, by a quirk of the Civ VI choice of capital and leader, in Egypt - has anything to do with the specific identity or traits of the civs involved, it's entirely down to the map.
I kinda turned around on thinking of barbs like this on Immortal or Deity around the time where I learned to break some really bad habits regarding how I handled them like avoiding settling on most hills, and better management of my early units to block Horse and Iron spawn locations. Still sometimes get a random game where there wasn't a realistic "good" decision I could have made, but it's cut down on the number of games where I feel barbs are the massive issue. Have Victoria from here to thank for that. Like I'll still sometimes consider Plain hills if the spot is too good to pass up or if playing Gorgo, but I've learned to hide my cities a bit better.
Settling on any hill can double or triple the range a scout sees your city, which is all that really matters when it comes to activating camps.
If you did know that but still think it's a major issue in 6, I'll just politely disagree.
None of that is really relating to the issue I mean. I'm not complaining that barbarians are an actual threat to cities - they rarely are unless they spawn next to you and spot you in the first few turns, and/or there are two camps next to you. Waves of barbarians artificially inflate the difficulty because they disrupt settling and development - you can't get settlers and builders out until they're suppressed. Nor is that an issue of using units effectively - units have only one action a turn, so it takes time to dispose of them. It's a pointless drain on time and tedious to keep killing units over and over - it's pretty much exactly the reason Zerg rushes are annoying in Starcraft. They won't kill you unless you're unprepared, but they waste time and disrupt early development.
In Starcraft, at least, it's a risky strategy for the Zerg player because they have to invest resources of their own into performing the rush and if it's beaten too effectively/quickly it's the Zerg player who falls behind. Similarly in Civ if you're beating back an early rush by an opposing civ. But Barbarians are a free nuisance that costs your rivals nothing, which is what I mean by artificially inflating the difficulty - and conversely, they add to the random element that I'd argue is already too pronounced in Civ VI because if they hit an AI rather than a player they can effectively take an entire civ out of the game without you doing anything and make life even easier.
Thst is another thing I like about Civ VI. I absolutely hated the emasculated barbs in Civilization 5.
Barbarians in Civ VI are rarely that dangerous unless you happen to have a start right next to a camp whose scout moves in in the first couple of turns before you can get units up, just tedious to deal with and repetitive. They're more of a threat than civs purely because civs don't do anything, and because you need to have a reasonable force sent to any new continent to clear out the barbarians (that at least makes sense) - but in general I'm dealing with fixing randomly pillaged land rather more often than is interesting. I don't tend to play especially aggressively, so there are plenty of games in which most of my battles are against barbarians simply because civs are too passive.
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