What you're saying is that there should be absolutely no peaceful victory option; whenever a player is close to winning the AI should all declare war on them.
Likewise whenever an A.I. is close to winning all the other AI should declare war on them. If someone else wins, you lose. The AI should not play to lose. Without a pacifist mod military action will always be on the table for other players (AI or Human) as at least a means of last resort to avoid losing.
If that is the game - why have any non-military victory condition at all?
One of the universal functions of government is to secure the liberties of its citizens by protecting its borders from foreign aggressors. You don't have to win Domination Victory, but you
do have to defend your citizens by disabling aggressors.
A good game would give me viable and distinct victory paths - and I could win or lose at any of them.
A good game puts the survival responsibilities of your civilization in your lap. Most civilizations, historically, got wiped out by invasion. If you don't want to have to defend yourself from rivals (and make no mistake, those other Great Civilizations are explicitly stated to be your rivals) then you need a Sim City mod of some sort.
So when it looks as if I'm jumping into a tech lead the AIs retool and fight me that way, for example.
Considering the amount of infrastructure involved, the time consumption, and the effect that terrain and civilization abilities have on science output you're just asking for the AI to lose gracefully instead of seriously impede your chances at winning.
By the way - I see a very consistent refusal in the defenders of this game on this thread: none of you appear to be making any sort of good faith attempt to understand what I'm saying.
I understand what you've been writing, anyway. You're completely keyed onto an invalid Straw Man Argument that because the AI will attempt to beat your face in if you make a break for the finish line victory conditions other than Domination are "broken." That claim is false on its face and you should abandon it if you want your arguments to be taken seriously.
I think that it's broken to have victory conditions which are supposed to be peaceful ones where the AI declares war on you when you're "too close."
Not a bug - definitely a feature that's Working As Intended.
I think that it's broken to have the AI attack you when they think "you're trying to win the game the same way they are."
This is probably engineered badly. If you try to win the same way they do but are doing it worse they shouldn't give a hoot. If it looks obvious that you'll out-race them, though, they need to start adjusting their strategy to out-pace you. Part of that is going to be trying to trip you up by hurting you diplomatically and militarily. War-by-proxy should be especially popular for opponents who are far away from you and / or need to focus on their economy for Science or Culture victories. Likewise they should do so vs. rival AI Civs as well.
I think that it's broken to have it be so difficult to repair bad relations - which can be caused by random coin flips.
Totally agreed. If you are more of an asset than an hurdle to their advancement they should stay on good terms until it becomes necessary to dispose of you.
I think that it's broken to have the game reward war so strongly (no war weariness for thousand year conflicts) and peace so weakly (essentially no trade income).
War works. The cost of war comes from economic damage. It's true in real life too. War-weariness generally only results from military campaigns when the costs hits the proles in terms of taxes and conscription.
I think that it's broken to be unable to have a true diplomatic win and a true strong (NATO-like) alliance.
It is a game. Nobody should be expected to volunteer for themselves to lose a game. Even NATO-like alliances only exist due to mutual threats. When
you become the threat (of losing) you're out of the club.
I think that a game with obscure and capricious diplomacy strongly favors a play style that "cuts the Gordian knot" - since it's difficult to have peaceful neighbors, just don't have neighbors. Then choose your own adventure.
One thing I find missing is that the game gives you very little opportunity to hide information and deceive other civilizations into believing you aren't a threat until it is too late. Players enjoy too much perfect knowledge. There's also no non-military way to put road-blocks in the way of another Civilization's internal affairs. It would definitely be more interesting if you had to actually build a diplomatic / intelligence network through other Civs to obtain this knowledge - perhaps as a sub-function of Culture. Then there could be options to attack other civilizations non-militarily through subversion and espionage. Maybe it could be as inelegant as Civ 2/3 Diplomats - a unit that travels even without Open Borders and attacking it without being at war causes a huge reputation hit. The effectiveness of your subversion attacks using Diplomats (Spies) would be based on your Culture score.
- Marty Lund