Aussie_Lurker
Deity
Hmmm, a LOT of interesting thoughts here. I agree with Sirrian about needing a middle ground between Civ1/2 system and Civ3 system! Additionally, though, if we have a 'multiple victory' win system as I have suggested elsewhere, then part of our problem is solved, as it would be nigh impossible for a single civ to achieve victory in all areas.
In addition, though, changing the WAY in which the victories are achieved, and adding new victory types, would also allow all civs (player and AI) to remain competitive right up until the 'end-game'.
Having 'minor civs' might also help the situation, and fits nicely into DH_Epics model for type B civs! As I have mentioned in previous threads, if you gave sufficient incentives for peaceful relations with minor civs, then their lack of competition would not be a great hindernace.
Last of all, perhaps if you tied the way in which a civ tries to achieve victory to its civ traits and, to a lesser extent, its current government type. For instance, militaristic, expanionist and seafaring civs will mostly focus on a domination victory, and will probably do so through a combination of squashing less powerful nations, and attacking their closest rivals before they can threaten them; these civs will also probably eschew military alliances and/or MPP's, except for very short term gain.
Agricultural, Scientific and commercial civs, OTOH, will probably seek more peaceful routes to victory-they will probably strive for an economic and/or diplomatic victory, and will probably seek victory through careful alliances with smaller powers against a very clearly percieved threat, and will try and give a leg up to less powerful civs in return for 'future considerations' trade and tech deals will also feature strongly in these civs reportoire.
Industrial and Religious civs will adopt playing styles somewhere in the middle, with their overall style probably being dictated by their other civ trait. They will be more agressive than their ag and sci counterparts, but will usually go to war if they feel 'boxed in', or in pursuit of a specific goal (like a luxury and/or resource in the hands of another player). They will form alliances and trade pacts, but usually only with those who 'share their values'-all others are merely 'grist to the mill'! They will mostly try to pursue cultural, economic and religious victories, as appropriate!
Lastly, if the 'evolving' civ traits model is adopted, then this could create intriguing situations for the human player. For instance, he sees an AI civ that began as agricultural/scientific, so thinks its a bit of a pushover-what he DOESN'T know, however, is that the civs start point dictated a more ruthless Militaristic approach, changing its civ trait accordingly-and that is how it now plays. The *hunter* might end up becoming the *hunted* in this scenario!
Anyway, this is a great thread, and a subject worth delving even further into!
Yours,
Aussie_Lurker.
In addition, though, changing the WAY in which the victories are achieved, and adding new victory types, would also allow all civs (player and AI) to remain competitive right up until the 'end-game'.
Having 'minor civs' might also help the situation, and fits nicely into DH_Epics model for type B civs! As I have mentioned in previous threads, if you gave sufficient incentives for peaceful relations with minor civs, then their lack of competition would not be a great hindernace.
Last of all, perhaps if you tied the way in which a civ tries to achieve victory to its civ traits and, to a lesser extent, its current government type. For instance, militaristic, expanionist and seafaring civs will mostly focus on a domination victory, and will probably do so through a combination of squashing less powerful nations, and attacking their closest rivals before they can threaten them; these civs will also probably eschew military alliances and/or MPP's, except for very short term gain.
Agricultural, Scientific and commercial civs, OTOH, will probably seek more peaceful routes to victory-they will probably strive for an economic and/or diplomatic victory, and will probably seek victory through careful alliances with smaller powers against a very clearly percieved threat, and will try and give a leg up to less powerful civs in return for 'future considerations' trade and tech deals will also feature strongly in these civs reportoire.
Industrial and Religious civs will adopt playing styles somewhere in the middle, with their overall style probably being dictated by their other civ trait. They will be more agressive than their ag and sci counterparts, but will usually go to war if they feel 'boxed in', or in pursuit of a specific goal (like a luxury and/or resource in the hands of another player). They will form alliances and trade pacts, but usually only with those who 'share their values'-all others are merely 'grist to the mill'! They will mostly try to pursue cultural, economic and religious victories, as appropriate!
Lastly, if the 'evolving' civ traits model is adopted, then this could create intriguing situations for the human player. For instance, he sees an AI civ that began as agricultural/scientific, so thinks its a bit of a pushover-what he DOESN'T know, however, is that the civs start point dictated a more ruthless Militaristic approach, changing its civ trait accordingly-and that is how it now plays. The *hunter* might end up becoming the *hunted* in this scenario!
Anyway, this is a great thread, and a subject worth delving even further into!
Yours,
Aussie_Lurker.