Extend the sweet spot - increase difficulty over time

Nato_

Chieftain
Joined
Aug 4, 2013
Messages
5
Hi all. I'm sure this isn't anything new or profound, but here goes:

It seems like 4x games have three rough phases:

1. Early / AI advantage - You have few resources, need so many things, and the AI bonuses are strong. You struggle. The decisions have not expanded out to be too complicated for the AI yet. The challenge is high, but your options are low.

2. Early Mid / Even - You and the AI are even matches! Every little resource counts! Tension is high! This is the sweet spot - it is the right balance of challenge and options.

3. Late Game / Player advantage - You've turned the corner and know you've won. It's really just mop up. You've out-built or out-advanced AI bonuses, and the decisions have increased in size and complexity so the AI has a hard time handling them. Your options are unlimited, but your challenge is low. The AI could really use that early game power now.

(Building world wonders is a good example. Ancient wonders like the GL are basically impossible to get, then mid-game wonders become races to build first, and late modern wonders become sure-things, where you can build them all.)

Increasing difficulty seems to mean giving more free things and bonuses to the AI. This just draws out and worsens phase 1. The result is that, as you increase difficulty level, your early options become more and more constrained. Until finally, at the highest levels, your decisions might become rote and cookie-cutter.

BNW seems more open and is still being figured out, but G+K really displayed this constraining of options. They largely (not entirely) collapsed down to:

Full tradition, steal worker, sell luxuries, fast NC, no wonders, CB CB CB CB

Sure, some other options were viable, but that was the gist of it. The things you could do in the early game whittled away in the face of AI bonuses. And when you turned the corner, those AI bonuses eventually became too little to help the AI anyway.

All increasing difficulty really does is drag out phase 1 and does not much improve the challenge of phase 3. And it does this at the cost of constraining your early options, making phase 1 less interesting.

So would it be possible to make a difficulty that lengthens not phase 1, but instead lengthens phase 2, the sweet spot of the game? And would it be possible to keep player options alive in phase 1?

It seems to me AI bonuses should increase over time, instead of all being front-loaded like now. That would match the player's growth in strength, and help compensate the poor AI for the increasingly difficult and complicated decisions that develop as the game goes on.

I'm not sure how to do that exactly. Maybe a mid-level track would be roughly something like:

Turns 1 - 100 : King
Turns 101 - 200: Emperor
Turns 201 - 300: Immortal
Turns 300 - 400: Deity

Thanks for reading... so any thoughts please?
 
Your three rough phases (AI advantage --> Even --> Player advantage) analysis is so true.

I think this is an awesome idea and I would be 1000% down for that. Easier said than done though, would take a lot of work to balance and implement.
 
Early game is very challenging no matter what. I often find myself pinching for gold and holding my breath that a civ doesn't attack me at a bad time. Even in G&K when gold wasn't an issue, if I didn't set up my Civ properly early on I would lose out big time

Late game however is so so simple and incredibly cookie cutter if you did everything in the early-mid game right.

That's a fundamental flaw in the game. The early game needs to be the same level of challenge as mid and late for a civ difficulty level to make sense.
 
And for the record I love BNW. It's worth every penny and more. But at the same time I think it's more fun than it is addressing the problem. It's a bunch of bells and whistles masking what is still a late game experience that does not compare to the challenge of the beginning of the game.

If they could somehow in Civ 6 find a way to address this, that would be amazing.
 
It would be nice to have more of a challenge in the later eras without the AI having a rediculous early game.
 
The problem with your suggestion is that increasing difficulty as a function of time makes it extremely hard to win from a poor start. You've seemed to planned it assuming that the player is becoming a runaway all the time, but if they don't, the game only gets harder and harder.

I'm not a big fan of rubber band difficulty, but Civ V already has many creative ways for players to catch up on runaways. Spies can steal techs, Scholars in residence can make follower-ups research faster, ideological pressure can wreck a strong player etc. I think working on these ways to keep weaker civs competitive is a better idea.
 
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