TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,995
In my last 10 games or so, I've lost three times. In one game, my first attempt at PC nappy, an AI vassaled to a war ally who was stronger than me despite me also having sufficient power and capturing 5 cities to that AI's 0 captured. However, as crappy as this mechanic is, my other two losses bother me more:
On a 7 civ map, one AI gets 25-33% of the land without a single war.
Yes, a runaway AI is the leading cause of my losses on immortal (and espectially deity), but here's the thing: can it be controlled?
After a debacle on terra in my LP and a solid showing in BOTM 29, I tried an offline terra. One of the problems with this mapscript is that it gives extra land for bonus AIs to grab, but I figured I could handle it.
Then I met sury, izzy, pericles, and several others. Around the 1-200 AD range I look at the trade screen for sury.
15 cities. What the hell? I expanded in his direction!
I then look at pericles' city count. THREE. Three effing cities for an immortal AI in the ADs. No wars yet. Pericles was not on some tiny peninsula that blocked expansion. For @#$% sake, sury didn't even block him. I met them both by turn 10, and one AI simply chose to hand the other 3/4 of its wide-open land!
By the time sury declared on pericles and his 3 city hell, he had over 30% of the world's land already (I can only expand so much, since sury/izzy/pericles all had different religions and i was between sury and izzy, so had to mind military and maintenance but still got >6 cities with some more blocked)
That's where I winced. When there are 7 civs on a map, each one should ON AVERAGE be ~14.29% in land once peaceful expansion is done, unless somebody gambit rushes or chokes. On higher difficulties, some of that land falls short for the player since it's hard to keep up with AI expansion.
But 32% land for one AI without war is turd garbage for balance. That is nearly double the land an average AI should be getting if the player does nothing and it were to be split SIX ways
!!!!!!!!!!!!!!.
This can only get compounded, when 1-2 AIs peacevassal (aka de facto permanent ally) to that sucker and his supposed pop/land is nearly 40%, all without ever having military leave borders. This is easily the #1 cause of losses for me, way more typical game over than surprise DoW or something more legit.
So my question to the forum: Is there anything that can be done by the human, short of early DoW (which isn't going to work if you're not there), that will either 1) slow down the fast expanders so that the AI distribution is more balanced or 2) speed up the underexpanders so that one civ isn't given "super AI" status on a silver platter? I noticed @#$%ttycles founded early religion, and underexpanding AIs seem to have a pattern of early religion...but that's not exactly something that one can consistently deny on immortal+! Is there anything else that can be done one way or the other?
I guess my point is that this system of severely imbalanced land gameplay skews game difficulty badly, probably it can go +2 or -2 difficulty levels at the extreme ends of this garbage. If there's an actual in-game way to curb the AI from tag-teaming and losing on purpose so another AI is stronger, I'd love to hear it.
Otherwise, I thumb my nose at whatever supposed playtesting/start code script was done for civ IV when balancing map size/tiles vs maintenance. If building in more-than-double-land starts was intended, whoever is responsible is contending for the worst possible balance decision ever made in civ IV. Looking back at my L's, I would happily enable EVENTS again if I could be guaranteed that this were corrected, it's that bad
.
And up front, I'd like to point out a few things:
- This problem manifests itself in far more extreme fashion on higher difficulties, where the AI can afford its triple city count. I'm not interested in advice for lower difficulties where early war is consistently cost effective and the player can actually ICS if he knows what he's doing. It's nothing personal, just that the reality of the situation changes as you get higher in level, as it becomes increasingly impossible for the human to match AI expansion rates on big maps, while the AI suffers for the same expansion less. I'm looking for at least emp+ advice on AI manipulation here.
- This is assuming some non-standard settings, where standard ones were apparently the only thing tested. I know how to beat fractal, pangaea, archipelago, and continents maps on standard size. Although the AI occasionally still gets >25% land without lifting a finger on those scripts
, in terms of city count that is more like 3-4 extra cities rather than 10-15 extra cities. I want to know how to beat immortal or deity AIs with 30-40 cities total +, not 15-20 cities max.
- Add a monkey wrench for plains-filled starts/maps. Can you REALLY pull rush/early war when the nearest AI is 20 tiles away but you're covered in plains? I'd be delighted to hear it.
- I would be delighted to see a deity or even immortal walkthrough where a) the player meets someone with >33% land PRE-vassal on contact (without war) and b) the player manages to win via something other than culture or diplo.
- But hell, I would be happy just to see some mechanic manipulation tricks. Crap like "start SH so AI delays it and doesn't cut it's expansion" or "selectively open borders to change expansion rate". ANYTHING.
- Or just tell me how to get an equal ratio of cities on immortal+ on huge 11 civs as one might get on standard 7 civs
.
On a 7 civ map, one AI gets 25-33% of the land without a single war.
Yes, a runaway AI is the leading cause of my losses on immortal (and espectially deity), but here's the thing: can it be controlled?
After a debacle on terra in my LP and a solid showing in BOTM 29, I tried an offline terra. One of the problems with this mapscript is that it gives extra land for bonus AIs to grab, but I figured I could handle it.
Then I met sury, izzy, pericles, and several others. Around the 1-200 AD range I look at the trade screen for sury.
15 cities. What the hell? I expanded in his direction!
I then look at pericles' city count. THREE. Three effing cities for an immortal AI in the ADs. No wars yet. Pericles was not on some tiny peninsula that blocked expansion. For @#$% sake, sury didn't even block him. I met them both by turn 10, and one AI simply chose to hand the other 3/4 of its wide-open land!
By the time sury declared on pericles and his 3 city hell, he had over 30% of the world's land already (I can only expand so much, since sury/izzy/pericles all had different religions and i was between sury and izzy, so had to mind military and maintenance but still got >6 cities with some more blocked)
That's where I winced. When there are 7 civs on a map, each one should ON AVERAGE be ~14.29% in land once peaceful expansion is done, unless somebody gambit rushes or chokes. On higher difficulties, some of that land falls short for the player since it's hard to keep up with AI expansion.
But 32% land for one AI without war is turd garbage for balance. That is nearly double the land an average AI should be getting if the player does nothing and it were to be split SIX ways

This can only get compounded, when 1-2 AIs peacevassal (aka de facto permanent ally) to that sucker and his supposed pop/land is nearly 40%, all without ever having military leave borders. This is easily the #1 cause of losses for me, way more typical game over than surprise DoW or something more legit.
So my question to the forum: Is there anything that can be done by the human, short of early DoW (which isn't going to work if you're not there), that will either 1) slow down the fast expanders so that the AI distribution is more balanced or 2) speed up the underexpanders so that one civ isn't given "super AI" status on a silver platter? I noticed @#$%ttycles founded early religion, and underexpanding AIs seem to have a pattern of early religion...but that's not exactly something that one can consistently deny on immortal+! Is there anything else that can be done one way or the other?
I guess my point is that this system of severely imbalanced land gameplay skews game difficulty badly, probably it can go +2 or -2 difficulty levels at the extreme ends of this garbage. If there's an actual in-game way to curb the AI from tag-teaming and losing on purpose so another AI is stronger, I'd love to hear it.
Otherwise, I thumb my nose at whatever supposed playtesting/start code script was done for civ IV when balancing map size/tiles vs maintenance. If building in more-than-double-land starts was intended, whoever is responsible is contending for the worst possible balance decision ever made in civ IV. Looking back at my L's, I would happily enable EVENTS again if I could be guaranteed that this were corrected, it's that bad

And up front, I'd like to point out a few things:
- This problem manifests itself in far more extreme fashion on higher difficulties, where the AI can afford its triple city count. I'm not interested in advice for lower difficulties where early war is consistently cost effective and the player can actually ICS if he knows what he's doing. It's nothing personal, just that the reality of the situation changes as you get higher in level, as it becomes increasingly impossible for the human to match AI expansion rates on big maps, while the AI suffers for the same expansion less. I'm looking for at least emp+ advice on AI manipulation here.
- This is assuming some non-standard settings, where standard ones were apparently the only thing tested. I know how to beat fractal, pangaea, archipelago, and continents maps on standard size. Although the AI occasionally still gets >25% land without lifting a finger on those scripts

- Add a monkey wrench for plains-filled starts/maps. Can you REALLY pull rush/early war when the nearest AI is 20 tiles away but you're covered in plains? I'd be delighted to hear it.
- I would be delighted to see a deity or even immortal walkthrough where a) the player meets someone with >33% land PRE-vassal on contact (without war) and b) the player manages to win via something other than culture or diplo.
- But hell, I would be happy just to see some mechanic manipulation tricks. Crap like "start SH so AI delays it and doesn't cut it's expansion" or "selectively open borders to change expansion rate". ANYTHING.
- Or just tell me how to get an equal ratio of cities on immortal+ on huge 11 civs as one might get on standard 7 civs
