Most of my work lately has been on < turn 100 AI behavior. And it shows, the AI is performing much better at making long-term choices.
If it's really due to you work on AI decision making, I think you may have achieved something remarkable in 4X games, and should seriously consider putting your skills into paid, professional work at some gaming company.
You made an intelligent AI. I wouldn't be surprised if more intelligent than me. Amazing work, which provides amazing experience for players.
It was my observation as well, AI really prioritizes good tiles to improve first, good buildings to construct, good techs and wonder. It just plays well and to create synergy and snowball. Which it should.
As for snowballs and runaways. I don't want a game totally defined by them, but they are necessary to some point and should appear frequently on deity. They create danger to the player, and opportunity to use diplomacy well, in order to create coalitions against them. They are a little ridiculous right now, but I think they are needed to provide enough challenge. Such runaways is also how AI must see succesful player many times. Interesting.
I had different experience with AI reaction to one of them winning the game, with all AI recognizing possible snowball and ganging up on him. Which was amazing to be honest.
I've played multiplayer, so the idea that you just can't get a wonder sometimes is completely normal to me. Sometimes someone else builds it first, that's the nature of wonders.
This is nonsense, sorry. Human player will loose so much by focusing on an early wonder in other areas like expansion or religion, or war, same with focusing on anything. And you can actively focus on that and counter him in those areas. AI have so much bonuses it will forward settle you, settle thrice as many cities, get a wonder, get an army and get a religion, and have better capital as authority than yours as tradition
at the same time. How many times have you played with a human player that has five pop city five turns after settling them?
These are not parallel examples by any means.
I agree 100%.
I will later post detailed report in my photojournal thread from my recent game to showcase, that's peaceful tradition is really not about player's decision right now. It's always catching up to the AI, throughout entire game.
I agree with most changes and general direction.
Difficulty is increased sharply which is good. We just now need a little adjustments around the edges that will ensure all playstyle ar eplayble and players are not forced into exploits or early agme to achieve antyhing more than meraly surviving at the bottom of the ladder.
I think 50% win-lose goal for the best players is okay, I just don't agree that "only if the stars align you have
any chance", when it is not mostly to your decisions and mistakes.
I'm aware this patch is still very fresh, but I still want to see it first: can somebody win a deity game without the use of any force (this obviously excludes inevitably having to defend yourself), or not? If this can't be accomplished and warmongering is basically required to stand any chance, then I don't think that's a good thing.
My expierience so far, only 10-15% percent of the time and if ALL: terrain, neighboors, city quests will work in your favour which is a bit too random for my taste. Achieving that with non-culture/science oriented civ, or one with extremely good all-around bonuses seems suicidal. Not impossible, but too rare to validate such a randomness even on deity.
This has been my initial impression as well: as if some posts on this forum were a little too little thought put into, and too long in words. IMHO ppl should put more effort into the game before, well demanding changes.
Because I often find myself bored and tired reading this forum cuz of some low quality comments.
I consider this a comment about me. If you consider feedback about important changes low quality posting, feel free to do so. You can disagree abut my conslusions, sure, but you
know nothing about how others play or how much effort they put into their game.
I think most of players that call that feedback whiny aren't even deity or immortal players and hence don't see a problem. I feel it is they who are are whiny in the first place that someone else is playing deity and dares to have opinion. It's just a game, play level you are comfortable with. We don't disparage your opinions about emperor and suggest you play settler.
TLDR: I agree that we need more time and more deity reports, but I see a recurring pattern of maybe too much AI early bonuses that lead to
unwinnable situations to any player, reported by more and more users. We still need need deity to be in most part be test of player skill. That's disparaged as whiny, many times by players that even cannot play well enough to stay afloat and score limited succeses on deity right now, like I and
@looorg definetely do, and play emperor or something. We are also part of the community. If I was too vocal about that, I am sorry but I don't see a need to apologize, it just accidentaly surfaced when I had spare time for play and account activity. And this is what this forum is for anyway.
There is a difference when a really good player (not me) select deity and thinks: "I am gonna do it 33% or even 50% if I will be exceptionally focused from the right till the end and not make any mistake, and if I won't able to, it will still be fun and cutthroat and learning experience" and saying: "I am gonna loose 90% because most of results will be beyond my decision-making and I can change little through my skills". Situation
when your tradition capital is roughly the size of most progress or authority secondary ctities thoughout entire game (ancient to information) and you simply can't make more than one or two wonders whole game past classical
is not a healthy deity.