mantis2007
Chieftain
- Joined
- Oct 5, 2007
- Messages
- 91
Based on recent "Let's Play" style videos of the pre-release "review" build, I noticed that the AI tends to fall far behind the human player in technology. I am concerned that this suggests a balance issue, and possibly a problem with the AI's inability to take advantage of the new Eureka system.
The Eureka (and Inspiration) system, of course, allows a player to gain 50% of the progress toward unlocking a new Technology (or Civic) by completing a specific objective. For example, building a Quarry triggers the Eureka bonus for Masonry. In my opinion, this system will be very difficult for the AI to use properly.
In part, this is difficult for the AI simply because it's new. Even if the AI has a capability to recognize and take advantage of this system, it is likely that capability is rudimentary at this stage in Civ VI's development. More crucially, however, is the real possibility that it is very difficult or impossible to program an AI to prioritize effectively Eureka moments alongside other objectives.
Consider the Eureka objective for a late-game tech, like Advanced Flight: Build 3 biplanes. It's not at all clear whether it's "worth it" to go for this Eureka for any given player. Should a player who is not focused on military forego other choices to build biplanes just to rush Advanced Flight? That is a very interesting and challenging question for players, and one that the AI almost certainly cannot adequately comprehend.
Because human players will almost certainly have a better understanding of how to use the Eureka system than the AI, this gives human players a major advantage in gaining technology. This can be balanced with various handicap bonuses for the AI, but that may not be satisfactory. Again, based on videos of players using the "review" build, it seems that at Prince difficulty the AI cannot keep up in tech with competent human players.
tl;dr: The AI probably doesn't understand the Eureka (and Inspiration) system in the "review" build, which means science (and culture) might be significantly imbalanced in the release build.
The Eureka (and Inspiration) system, of course, allows a player to gain 50% of the progress toward unlocking a new Technology (or Civic) by completing a specific objective. For example, building a Quarry triggers the Eureka bonus for Masonry. In my opinion, this system will be very difficult for the AI to use properly.
In part, this is difficult for the AI simply because it's new. Even if the AI has a capability to recognize and take advantage of this system, it is likely that capability is rudimentary at this stage in Civ VI's development. More crucially, however, is the real possibility that it is very difficult or impossible to program an AI to prioritize effectively Eureka moments alongside other objectives.
Consider the Eureka objective for a late-game tech, like Advanced Flight: Build 3 biplanes. It's not at all clear whether it's "worth it" to go for this Eureka for any given player. Should a player who is not focused on military forego other choices to build biplanes just to rush Advanced Flight? That is a very interesting and challenging question for players, and one that the AI almost certainly cannot adequately comprehend.
Because human players will almost certainly have a better understanding of how to use the Eureka system than the AI, this gives human players a major advantage in gaining technology. This can be balanced with various handicap bonuses for the AI, but that may not be satisfactory. Again, based on videos of players using the "review" build, it seems that at Prince difficulty the AI cannot keep up in tech with competent human players.
tl;dr: The AI probably doesn't understand the Eureka (and Inspiration) system in the "review" build, which means science (and culture) might be significantly imbalanced in the release build.