Dynamic Difficulty Suggestion

gladoscc

Warlord
Joined
Aug 5, 2011
Messages
125
You would still select your difficulty, but I think the bonuses that the AI gets should slightly scale depending on how well you are doing in score. Currently my games play out like this:

Early game: AI's huge advantages allows them to grow a lot
Medium game: Good difficulty, provides enough challenge without "so unfair!".
Late game: Easy.

I'm suggesting that in early game, the AIs get slight bonuses such as +10% research and production on low difficulty levels and 20% or so on higher difficulties, while if you are in the top one or two the bonuses scale up also depending on how weak that civ is, and the points won't be something like 1200 / 1000 / 600 / 400, but more like 1200 / 1000 / 800 / 700.

Of course if you cripple a civ they are not going to win the game, but they are still somewhat of a threat.
 
To touch upon this problem, this could actually make the game easier. One way to guarantee late game difficulty is to have one or two runaway ais that remain competitive
 
To touch upon this problem, this could actually make the game easier. One way to guarantee late game difficulty is to have one or two runaway ais that remain competitive

Well, of course the numbers could be changed so that it's challenging and fun.
 
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