The last thought and then I will get on to playing the new patch and experiencing a new FfH Civilization.
As I play these game I notice I have a lot of fun in the begining. Well, not the absolute begining, when you are hitting End Turn 20 times in a row, but while your realm is still smaller than most of the AI civs. Then eventually one of the AI civs attacks you, or pisses you off, or otherwise calls upon itself Operation Regime Change. You go to war.
Often times this results in the player ripping off a few AI cities and adding them to the empire. Sometimes, quite a few cities. Usually the war comes to an end. The formerly big AI realm is now reduced to a rump empire. The player's empire is now 50% or 100% bigger. You were once surrounded by 300lb gorrillas, now you are a 400lb gorilla.
This is all fine and good and it is, after all, what the game is about.
But when it happens
early on, all those neat end-game tech just don't see the light of day.
The opportunity is too tempting (for me at least) to reduce any other remotely threatening Civ to rump status. Then you're stuck with a 700 lb gorrila of an empire, and it's just a matter of you choosing which type ov victory to pursue. (I upped my difficulty setting when starting 0.15, and I guess I should try a different game speed. I'm sure there's a way to get closer to the 'sweet spot'. That will help, but the same basic dynamic will still exist.)
Soooo I was thinking, is there a way to design a bit more "comeback-ness" into AI realms? This is what I came up with:
1)
Significantly higher defense bonuses for defending a city. I don't want to throw out specific numbers, but to give an idea of what I mean ... you know how you see a lot of '+25%" defensive values on your early-era maps? I'm thinking you should probably be seeing three-digit percentage vaues instead. At least after some Palisades and/or Walls are up.
2) Up the effect of War Weariness. Again, I am not going to offer any numbers. The idea though, is to make long wars quite hard to continue
until technology and civic advancements come more into play.
3) Perhaps the Raging Barbs would have to be upped in strength a little, so as to have SOME sense of threat against the stronger defenses. It's a possibility; maybe not.
The idea here is that early wars would be raider wars. Even if the player utterly crushed the enemy's mobile forces, the cultural borders would remain intact so long as even a handful of defenders were alive to garrison each city. (Something the AI does do well, or I miss my guess.)
Even if the player scoured every road and improvement from the enemy city, it's Workers would (probably) be protected behind city walls. The crushing war weariness would eventually cause even the most determined player to eventually sue for peace.
Then out come the workers and the AI re-develops its still-substantial empire. It has been dramatically weakened, but it's borders are largely intact. Wars will be briefer and city captures much harder. They will still occur, but with luck, will not reduce AI realms to rump status. So when the war ends, the AI civs have a much better 'bounceback' abiity.
Keep 'em alive for the pile-on, I say!
I have great hopes for the pile-on AI changes done. My fondest, fondest hope for this game is to re-create the opening game tension with end-game capabilities ... and them neat Armegeddon wonders. But maybe the AI empires still need a bit of help surviving long enough to this point? I figure, any AI civ that can retain its cultural borders (for the most part) long enough to reach the tier3/4 transition era will be a credible problem to consider as Ragnarok looms ever-nearer.
Higher city defenses also bring in a greater role for siege weapons. It might also bring about a side-effect of making mounted units the ore desireable.
OK, on to playing this thing called 0.15e.
[Edit: Moved tis paragrpaph to a PS for continuity in the main article:
Upping War Weariness enhances a way to make civs "different" (Once those mid/endgame tech do come into play, that is.) A civ could be particularly resistant to war wearniness so as to balance off some other weakness. Say the archtype Orcs ... always at war ... always dying in droves. Or Hippus perhaps ... war is fine so long as it is raiding. But city fighting? Ick. Or flip-flopped, "strong" Civs could be suceptable to war weariness. Inability to build dungeons for some Good realms, perhaps.