Sherlock
Just one more turn...
I always assume I'll be at war with my nearest neighbor.
It's true pretty much 100% of the time.
It's true pretty much 100% of the time.
The AI is far too irrational when it comes to diplomacy with the player. It makes any possibility of forging an alliance futile and a waste of resources when all the AI do is:
- Ask you for your resources (without payment)
- Ask you to go to war and then hate you with a passion when you win it for them (the hell?)
- Suddenly thinks all your land is rightfully theirs despite having no previous grieves.
- Bribes your long-time city-state allies and tells you to gtfo.
- Attack you when you are close allies but you are in a war (or just at random).
- Steals your technology (or tries to).
- Makes you pay for their research agreements.
- Wants open borders to destroy your religion.
- Hates you for defending yourself against a third party (seriously?).
- and so on.
The AI is only out to get you no matter what. Your best bet is always to just consider everyone enemies and not care what they think.
#8 isn't necessarily true... I've seen prophets come into my lands when I had no open borders on a few rare occasions. The AI just wants open borders bc it opens-up their options (I've been used as a bridge between hated enemies numerous times) and once it realizes it can send in its missionaries, it sends them there.
So some of you simply want the your opponents to be predictable (rational) so you can play the game in the manner you want? They are called opponents for a reason and they should all try (harder) to beat you. Not only should that include early DoWs (the problem with that is what?), aggressive neighbors (hint: take them out early, usually counterattacking) and *gasp* trying to beat down opponents that are winning (like Austria).
So some of you simply want the your opponents to be predictable (rational) so you can play the game in the manner you want? They are called opponents for a reason and they should all try (harder) to beat you. Not only should that include early DoWs (the problem with that is what?), aggressive neighbors (hint: take them out early, usually counterattacking) and *gasp* trying to beat down opponents that are winning (like Austria).
both prophets and missionaries ignore 'closed' borders. They can waltz right in regardless of your border status. What the ai wants open borders for, is to case the joint. Your joint. See how rich you are, how well developed and defended your cities are, size up your military and their chance of beating you. "i want open borders" translates directly to "i want to conquer you, may i have a look first?", in civ diplo-speak.
Oh, I agree completely with you. Unpredictability and foxiness can make for more interesting and challenging games. But the example I posted in my first post, is just utter stupidity on the AI's (and coders) part. Nothing sneaky or intelligent about it. It just makes you realize you're playing against an ignorant, stupid computer AI with some poorly-programmed logic-holes in what it does in the game, that greatly detract from any minor bit of immersion you may have been working on.
I don't necessarily disagree with you but I don't pay attention to anything they say anyways. The messages of such triggers are irrelevant, just make up something along the lines of "you are my opponent and I will try (clumsily) to beat you".
Fun = winning a challenging game or winning (or trying to win) in counteracting AI's bonuses or learning from losing a game.![]()
Yeah, but I really would like to play a game where what the AI civs do and say (mostly) made sense, which currently is very far from the case. I do like a wee bit of immersion in my gaming, and the incredulous stuff they so often say and do just completely blows that out of the pudding. I'm just strange that way, I guess. I'd like to be able to pretend I'm playing against a 'real' opponent in some subliminal way, without the fact that it's a stupid, brainless, haphazardly-coded contrivance constantly being hurled in my face by their head-scratching diplo actions.
Fun is subjective.
Fun != anything.
Fun means one thing for person x, and something different for person y.
For some people in this thread, having fun whilst playing CIV means feeling immersed in the game. Hence the request for a more realistic approach to diplomacy.
For others, as alluded to above, fun means competing in a challenging GAME that pits you against competitive and (sometimes) unpredictable opponents.
I think CIV does a fairly good job at balancing these two particular versions of "fun"
The AI should not be nice to you because it should be a threat. Best thing to do is to show what the ai have wrong.
Buccaneer said:Of course. But those of us in the latter group want Firaxis to work more on it being a better, more challenging game (e.g., Civ6) instead of trying to dumb it down for the former group.
Seriously, if it is balanced between two disparate play-styles, then it doesn't succeed at either. I think the Civ5 model has great potential to being a difficult, challenging game but that's what they have to focus on.
It is foolhardy to suggest that you cannot have a game that is both immersive and challenging, skewing the game towards one does not mean that it skews it away from the other.
I can see how my previous posts could be misinterpreted, so just to clarify:
I'm suggesting that a game where the AI recognises that it's playing in a GAME (and is trying to "win the game") will act differently to a more roleplaying AI and thus, for some people, makes for a less immersive experience.
Again, some people may like the AI to compete in a GAME, whereas others may like the AI to play its role as it near as possible to its historical context.
I'm not claiming to come up with a grand solution to this, and I honestly don't know if one really exists. I'm just saying that CIV does a relatively good job at balancing some peoples wishes at having a game in which the AI competes to win (a GAME) while having a game in which the AI does a bit of roleplaying at the same time.