Aristos
Lightseeker
That's a strategy, not a set of rules.
If it ALWAYS works, it's not a strategy.
That's a strategy, not a set of rules.
If it ALWAYS works, it's not a strategy.
This is a false dichotomy.
First if the AI does not handle the game mechanics is not a good AI. Its a bad AI that you dont notice is bad because the game is so simplistic the player does not notice.
Second, AIs can handle complex mechanics. It just happen that sometimes AIs cant handle mechanics that are designed with complete disregard of the AI that needs to play them.
Third, Civ VI for the most part does not have complex mechanics. Pathfinding, trade, citybuilding, improvement reparing, using nukes, using planes, using carriers, trying to win at a selected victory path... these are not complex mechanics. Most notably the new game modes do not add complex mechanics; the AI is bad at handling these mechanics because Fxs did not care about an AI capable of handling them. And because they kept adding new mechanics faster than they could fix the AI.
Finally, there are things in Civ VI that are objectively very complex and difficult to do, and because of that the AI is incapable of doing them. Like conquering cities. And here the choice is also not about complex mechanics and a good AI. Because things like taking cities are not just hard and complex, but needlessly hard and complex. Many of the mechanics the AI has problems with are just bad mechanics that nobody cared to test with the AI and say: "you know what, this does not work, lets think it a bit more".
So no, the only real answer is we deserve good mechanics and a good AI, developed together, with a proper planing.
If it is always works, it's an efficient strategy, still not a set of rules.
"AI is capable of" requires any code in the first place. Some parts look like there is code still missing - cultists, special abilities of heroes, in vanilla aircraft ... yeah, programming is debugging empty filesNot if it always works because the AI is not capable of, at minimum, playing its own game using ALL mechanics available.
You say 'efficient', I say 'rote.' I agree with your point, though, strategies and rules are different. The best rules sets enable myriad strategies, from which players would choose depending on circumstances.If it is always works, it's an efficient strategy, still not a set of rules.
Reducing mid/late game micro would go a long way to making the game drag less.
Overhauling religion (the biggest clickfest ever) and maybe removing builders in favour of purchasing tile improvements directly could both help.