Lazy sweeper
Mooooo Cra Chirp Fssss Miaouw is a game of words
Will we see a new way in how Ai is coded in the difficulty levels in Civ VII?
Young bloods doesnt accept loosing. They will complain, it is too hard, they killed my archer, they took my capital...
sells will drop, devs will panic, and within one week of launch they will nerf the Ai to Oblivion if it was not already..
We all know this, it is how business goes, new customers is the target audience, move on...
So what I propose is try to determine an alternative method for coding the difficulty level.
Instead of cheating AI, they will boost the player stats. And nerf the Ai, on Easy or Settler level.
Chieftain will see no boosts nor nerfs. Ai and players are on equal ground.
From Chieftain on, Ai should improve, without cheating. Ai will stay put, get no boosts untill Deity. Only then, Ai will receive the same boost player got at Easy.
At each level of difficulty, Ai should receive one upper level of aggressiveness, and or expansionst/economical/diplomat buff
something like, on Easy, it will never use an Army to conquer a city, nor deploy artillery for both defensive and attacking, but just use some melee skirmishes into
player territory, and only a complete undefended city might be taken.
Chieftain, they will use everything at their disposal, but not consider the weakest points, and not prepare an invading army in advance with odds in mind...
From chieftain on, Ai will produce enough troops, to alter the odds of a battle in their favor, and use guerrilla tactics exponentially more and more advanced.
At Deity, they will make sure they got 100% win odds in their favor, in both attack and defence.
Military alliances should be one core aspect of tactics, that's why they should be really easy to obtain...
At one point, only alliances can alter the odds...
The only cheat, at this point, is how they calculate the odds... players should use spies to do that...
If Ai is not able to do that, in my view, that means that basic math should be adjusted for everyone, untill the system works.
As opposed to alter the underlying math, in favor of Ai, in order to mantain superiority over players.
The Civ VI system failed at providing a consistent feeling of difficulty progression in the eyes of many.
What will the future holds?
Also, could probability be introduced instead of just true or not in any code argument??
What to do modders say about this?
I haven't even seen a config file of Civ ever since Civ III...
Happy new Year 2025 folks!
PS: If all Leaders have hidden Agendas and start dislike each other, it is very unlikely they will try to make Military Alliances...
Getting the core math right is essential. The no warmongering mod in Civ VI didn't solve the problem of incompetent Ai.
I don't know the nuances to further inquire on the issue but I suspect it has smg to do with unorthodox Leaders complexity...
Young bloods doesnt accept loosing. They will complain, it is too hard, they killed my archer, they took my capital...
sells will drop, devs will panic, and within one week of launch they will nerf the Ai to Oblivion if it was not already..
We all know this, it is how business goes, new customers is the target audience, move on...
So what I propose is try to determine an alternative method for coding the difficulty level.
Instead of cheating AI, they will boost the player stats. And nerf the Ai, on Easy or Settler level.
Chieftain will see no boosts nor nerfs. Ai and players are on equal ground.
From Chieftain on, Ai should improve, without cheating. Ai will stay put, get no boosts untill Deity. Only then, Ai will receive the same boost player got at Easy.
At each level of difficulty, Ai should receive one upper level of aggressiveness, and or expansionst/economical/diplomat buff
something like, on Easy, it will never use an Army to conquer a city, nor deploy artillery for both defensive and attacking, but just use some melee skirmishes into
player territory, and only a complete undefended city might be taken.
Chieftain, they will use everything at their disposal, but not consider the weakest points, and not prepare an invading army in advance with odds in mind...
From chieftain on, Ai will produce enough troops, to alter the odds of a battle in their favor, and use guerrilla tactics exponentially more and more advanced.
At Deity, they will make sure they got 100% win odds in their favor, in both attack and defence.
Military alliances should be one core aspect of tactics, that's why they should be really easy to obtain...
At one point, only alliances can alter the odds...
The only cheat, at this point, is how they calculate the odds... players should use spies to do that...
If Ai is not able to do that, in my view, that means that basic math should be adjusted for everyone, untill the system works.
As opposed to alter the underlying math, in favor of Ai, in order to mantain superiority over players.
The Civ VI system failed at providing a consistent feeling of difficulty progression in the eyes of many.
What will the future holds?
Also, could probability be introduced instead of just true or not in any code argument??
What to do modders say about this?
I haven't even seen a config file of Civ ever since Civ III...
Happy new Year 2025 folks!
PS: If all Leaders have hidden Agendas and start dislike each other, it is very unlikely they will try to make Military Alliances...
Getting the core math right is essential. The no warmongering mod in Civ VI didn't solve the problem of incompetent Ai.
I don't know the nuances to further inquire on the issue but I suspect it has smg to do with unorthodox Leaders complexity...
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