handy900
Deity
Aeson Thanks for the interesting and reasonable posts. I find C4 war less fun because I miss my armies and C3 type arty, but I enjoy reading your posts.
Aeson said:If you fall far behind it means you're not playing right.
shadow2k said:I wouldn't say they killed it, they just made it tougher. A challenge, you know?
I don't have the same long experience with the game as you have, so I'm curious: How do you fight wars mid-game (not an early rush) against an AI which has an equal tech-level and a better production than you (Monarch/Emperor AI)?Aeson said:This [SoDs with artillery slowly taking cities] is one type of warfare. It's not the only way to fight though.
Yes, I could mod the game, fair enough. But what I enjoy most is playing with other people in tournaments (like the RBCiv Epics) or succession games, so I'd prefer it if the basic game would be 'improved' (in my view, at least). If people start modding, it will become hard to agree on one mod to play with for a larger community.The city defense bonus is easily modified:
Maybe you are right, but I'm not sure about that. If the AI would defend its cities with less units while keeping around the same number of units overall, it would have more units ready for counter-attacks - which might bring back some of the excitement and faster pace some people miss.You're asking for something the AI can't offer. If the AI isn't focusing on defending it's cities, the player can easily take it's cities and eliminate the AI before even having to deal with their units (ie. Civ III).
Nah, that would be too predictable.Like I said, if you want to see AI differentiation, set the game up with it. A Deity AI will probably eat several Settler AI's for lunch.
I agree, to a point. I like the system how they have slowed down the initial expansion phase, and what they did to counter overexpansion. But you have to be careful with levelling the field too much: There has to be *some* way for a civ to become more powerful than its neighbour, be it tech, size, resources, whatever. (If all are equal regardless the circumstances, it would be boring!) Now this more powerful civ *should* be able to conquer an equally intelligent, but less powerful civ. Which I haven't seen happen so far.Bigger is not always better in CIV. It can even be worse. Very good thing for game balance.
Yes, several times. In my current game, there are two AIs which are on par with me, and three civs who are way behind (about 10-15 techs, beginning of modern age) without my doing - I've played a peaceful builder's game so far. The AIs that are behind were those who have fought wars before (without gaining anything). Two of these backwards AIs now have attacked one of the strong AIs - and the strong AI had not managed to capture more than one city during a long war! I was not able to watch exactly what was happening (other end of the map), but if an AI with infantry and factories gets attacked by an AI with muskets and forges, the musket AI should be in trouble if the war drags on (which it did).Generally speaking, the AI doesn't get a very big tech lead on each other. Have you seen big differentiation on techs in any game?
Okay, maybe I need more experience (I'm playing on Emperor most of the time, but think about trying Immortal next), we'll see. But apart from what the human player can or cannot do, I still think the stalemate AI-AI wars (see above) are a sign that something's not right; either game design or AI behavior.I've done it [rushing] on Deity without a tech lead...
I don't see why there should be such crippling penalties. The distance and city number corruption in the beginning of the game are huge. While this was implemented to (artificially) hinder expansion, a negative side result is the effect on early wars (Ancient to Medieval). Conquered cities aren't really even useful until the Medieval/Renaissance. This is one of my biggest problems.The penalties given to aggressive civs are to counter the rewards for aggression. I find aggression a valid choice in most circumstances, but not always the best course of action. Which is what makes for strategy rather than repetition.
This would require more detail than I will give (because no one will fix it despite all my time writing). But basically Civ's combat has not evolved much. There should be combined attacks, flanking, and other maneuvers available.No idea what you mean by "the combat system itself". You'll have to be more specific. Unless you're saying the entire combat system, in which case Civilization (as a series) is not what you're looking for.
When I first heard about the ability to get other civs to wage wars for you, I was very excited. This however is almost never available to warmongers. Once you declare war on one civ, his 2 buddies dislike you. This has a kind of snowballing effect of every civ in the world looking at you negatively. Sure, I could wait a few years from now when some scientist on this forum figures out exactly how to make civs like you, but I'd like information available in the manual or civliopedia.Same with diplomacy. Obviously whatever part(s) of diplomacy you don't like (ie. call crap) you have a gripe with, but that's hardly useful information as it's completely nebulous unless you dislike everything about diplomacy... same "Civ as a series is not what you're looking for" in that case.
Haven't anyone noticed that tech overbalances building? I can't keep up because I'm in war dealing with artificial limitations, so my other neighbor who is peaceful already has tanks.Defensive bonuses are to help balance building and warfare. There are times when you can still overcome the defensive bonuses, times when you can't or shouldn't. Again, that's what makes for strategy rather than repetition.
The Pyramids is too overpowered/essential. I rather have early civics give no/less WW.There are plenty of ways to address WW even early in the game. WW can be mitigated by how you fight. Poor tactics will lead to more WW than necessary. WW can be negated totally by making peace. WW's effects can be addressed by the Culture slider, city improvements, garrisons, resources, and civics. The Pyramids allows for Police State from very early on in the game.
Conquering in Civ 3 never dragged your empire down. It's an unfun addition.City/distance maintenance can be huge if you don't plan your empire or conquests very well. They can be minimal if you want to avoid them as much as possible. Somewhere in the spectrum is the "ideal" expansion rate, which will vary from game to game, and even from playstyle to playstyle.
Naval needs a few more units and bombardment. My airplanes mostly got shot down by the RPG units and weren't as effective as artillary.I have no idea how you can say airpower is almost ignored. It's "game over" when used right against someone who can't counter it, and it's the only really effective counter for itself. Naval power is map dependant. On some maps it's the definitive factor in warfare. Others it's mostly irrellevent.
Why didn't they just fix the AI then?Artillery bombardment is abstracted further in CIV than it was in Civ III and not quite so abstracted as it was in Civ II. It's still there though, just abstracted to avoid huge problems the AI had with it. (And still a touch overpowered IMO.)
Not so many are needed, actually. Mainly the Trebuchet (power=7?), Cruisers, AEGIS Cruisers, Parachutes, and some kind of commando.What do you mean by lack of important military units? I find most military units important in various contexts.
Again, these come to late. Usually the AI's and myself have Riflemen at this time. It is painfully obvious with the lack of trebuchets and just odd seeing Rifles, Muskets, Grenadiers, and Catapults fighting together.Cannons can be beelined to, and are rather useful when doing so. Catapults are still useful up to Cannons even if you take your time.
It's just not fun to have AI's turtling and taking advantage of the huge defensive bonuses.AIs do tend to hide in their cities too much. It makes them tougher to roll, but more likely to eventually beat. The overall effect is that beating all the AI is tougher, because most won't crack easily. On higher difficulties the AI are much more likely to have the "spare" units to send out though, so be careful...
How to kill Axemen?Axemen are a problem? I don't think I've seen that thread yet. Please explain.
Better at Spaceship? Yeah I guess considered they spam cottages everywhere and being incompetant at other victory condions,The AI are generally better at Spaceship than any other victory condition. They don't so much "go for it" as they are limited to it as something they can compete with. That's just because they aren't that good, especially in relation to themselves. If you look at competitions like the GOTM, usually the players struggling to just win always won by Spaceship/Diplomatic. Domination means you've dominated... Conquest means you've completely dominated. Culture takes a dedicated and not as obvious approach. The AI just isn't good enough to dominate itself, which makes sense. Since Diplomatic victory is actually much more difficult in CIV, and Culture is now even less obvious, that leaves Spaceship as the chance for the "weak". If you want to see more variation, I'd suggest setting a mix of AI difficulties at start.
They lost functionality (bombard) and it takes a ton of ships to invade.Ship capacity is too low? And you said that navy can be ignored. That seems contradictory. You need more ships, which means navy is more important.
I have several times. If you are at war with a civ that is borders by another strong or cultured civ. This was discussed awhile back, as you probably remember.I have never had a city I captured flip to a third party. I can't tell you what the problem is, because you've offered no specifics, but flipping can be avoided.
It's not balanced. The AI cannot win by anything but space.The designers tried to balance gameplay so that building, warmongering, and various combinations can all be effective. I have no trouble effectively waging war still, Civ III style rushes included. It's just not far and away more effective than building peacefully anymore.
I just want improvements to the actual game.If you find that unfun, you can easily imbalance gameplay by editing the XML.
It just seems to me that the game is built around playing this way.That is a poor assessment of what effective gameplay in CIV is. You're advocating playing like the AI
Absolutely. In a recent game there is one AI in the modern age with others in the Renaissance age. The ones who are behind have been warring a lot(without minimal gains or losses in territory, of course).Aeson said:Generally speaking, the AI doesn't get a very big tech lead on each other. Have you seen big differentiation on techs in any game?
That's not true. You have to be more careful whom to attack and check the diplo web first, but then it's not really a problem. There are two camps usually, and while the camp of the civ you attacked will dislike you, it's no problem to bribe the AIs from the other camp to wage war. In fact, that will have a snowballing effect the other way around: The AIs you bribed will like you even more, because you fight the same enemy.MeteorPunch said:When I first heard about the ability to get other civs to wage wars for you, I was very excited. This however is almost never available to warmongers. Once you declare war on one civ, his 2 buddies dislike you. This has a kind of snowballing effect of every civ in the world looking at you negatively.
As was the Great Library for AW games in Civ 3, but nobody complained about that.The Pyramids is too overpowered/essential.
This I agree with!It's just not fun to have AI's turtling and taking advantage of the huge defensive bonuses.
Unfortunately, yes - although I'll never expect it to win by culture. But at least the threat that it might be able to win by domination would be nice.It's not balanced. The AI cannot win by anything but space.
Kylearan said:I don't have the same long experience with the game as you have, so I'm curious: How do you fight wars mid-game (not an early rush) against an AI which has an equal tech-level and a better production than you (Monarch/Emperor AI)?
Yes, I could mod the game, fair enough. But what I enjoy most is playing with other people in tournaments (like the RBCiv Epics) or succession games, so I'd prefer it if the basic game would be 'improved' (in my view, at least). If people start modding, it will become hard to agree on one mod to play with for a larger community.
Maybe you are right, but I'm not sure about that. If the AI would defend its cities with less units while keeping around the same number of units overall, it would have more units ready for counter-attacks - which might bring back some of the excitement and faster pace some people miss.
Or maybe not; maybe Soren had tried it and it didn't work.
Nah, that would be too predictable.
I agree, to a point. I like the system how they have slowed down the initial expansion phase, and what they did to counter overexpansion. But you have to be careful with levelling the field too much: There has to be *some* way for a civ to become more powerful than its neighbour, be it tech, size, resources, whatever. (If all are equal regardless the circumstances, it would be boring!) Now this more powerful civ *should* be able to conquer an equally intelligent, but less powerful civ. Which I haven't seen happen so far.
Yes, several times. In my current game, there are two AIs which are on par with me, and three civs who are way behind (about 10-15 techs, beginning of modern age) without my doing - I've played a peaceful builder's game so far.
The AIs that are behind were those who have fought wars before (without gaining anything). Two of these backwards AIs now have attacked one of the strong AIs - and the strong AI had not managed to capture more than one city during a long war! I was not able to watch exactly what was happening (other end of the map), but if an AI with infantry and factories gets attacked by an AI with muskets and forges, the musket AI should be in trouble if the war drags on (which it did).
MeteorPunch said:I don't see why there should be such crippling penalties. The distance and city number corruption in the beginning of the game are huge. While this was implemented to (artificially) hinder expansion, a negative side result is the effect on early wars (Ancient to Medieval).
Conquered cities aren't really even useful until the Medieval/Renaissance. This is one of my biggest problems.
When I first heard about the ability to get other civs to wage wars for you, I was very excited. This however is almost never available to warmongers. Once you declare war on one civ, his 2 buddies dislike you. This has a kind of snowballing effect of every civ in the world looking at you negatively. Sure, I could wait a few years from now when some scientist on this forum figures out exactly how to make civs like you, but I'd like information available in the manual or civliopedia.
The options for diplo are very limited. I hate the implementation of the red text for everything. The AI's will not even listen to me even if I have a wonderful offer for them. I would like to give you 10 techs for your world map. Sorry, we don't like you enough. :shakehead
Haven't anyone noticed that tech overbalances building? I can't keep up because I'm in war dealing with artificial limitations, so my other neighbor who is peaceful already has tanks.
The Pyramids is too overpowered/essential. I rather have early civics give no/less WW.
Conquering in Civ 3 never dragged your empire down. It's an unfun addition.
Naval needs a few more units and bombardment. My airplanes mostly got shot down by the RPG units and weren't as effective as artillary.
Why didn't they just fix the AI then?
Not so many are needed, actually. Mainly the Trebuchet (power=7?), Cruisers, AEGIS Cruisers, Parachutes, and some kind of commando.
Again, these come to late. Usually the AI's and myself have Riflemen at this time. It is painfully obvious with the lack of trebuchets and just odd seeing Rifles, Muskets, Grenadiers, and Catapults fighting together.
They lost functionality (bombard) and it takes a ton of ships to invade.
I have several times. If you are at war with a civ that is borders by another strong or cultured civ. This was discussed awhile back, as you probably remember.
It's not balanced. The AI cannot win by anything but space.
I just want improvements to the actual game.
It just seems to me that the game is built around playing this way.
btw, I don't expect you to respond to all of this (thanks though for doing so to my previous post) - it takes awhile to type it all. I do think Civ 4 is a great game, but it could be much better (as surprising as that is).
ToddMarshall said:btw - Yes, aeson, I find that in virtually EVERY game some of the AI either get out to a huge tech lead, or lag far behind. It's been rare for me to see more than 2 leadish AI, and more often one. Usually the one of the AI could complete his ship before 2 others could even build the space program. Usually, he can't outbuild me though . The AI DOES seem to still fall apart slightly in the last 2 ages, though nowhere near to the post rails level from Civ 3.
ZubieMaster said:This may be what my problem comes down to, it seems so far the game was designed for a "right" way to play, and because I'm playing the "wrong" way by warmongering it's not as much fun as others are having.
I'm sorry, I just don't find the pillaging thing any fun, nor do I have any interest in sending out that cool missionary to get that awesome +1 for my shrine, or whatever the added "right" strategies are that don't involve an improved war challenge.
I understand that some people misinterpret this as me being mad the game is harder for warmongers now or whining there's no Civ III-like exploits, but again that's not the case. I hoped Civ IV would be harder but more fun due to more challenging AI warfare, not from added layers of non-war strategy.
People keep saying the AI is smarter in war/there is more strategy/war is harder/more challenging, but I'm just not seeing it.
My result thus far is that war play is not harder, it's just slower; in fact, it's easier now since you see exactly what's in the cities and just need to march up the appropriate counter-filled, cat-escorted SOD every time, rinse and repeat. Or if you are playing a higher level, the non-war layers to the game won't allow you to have enough/advanced enough units to rinse & repeat fast enough to a victory.
This isn't more of a war challenge. Again I think this is the confusion between looking at the big picture of the game as a whole in terms of winning, and looking at the war play itself in terms of is it fun? Certainly it's harder to win the game as a warmonger, you have to do all the "right" non-war ways to manage your empire, etc. -- but the *warfare itself* is more bland, IMHO.
It seems that the former was the main focus in Civ IV, whereas I think the two goals (harder to win and more challenging fighting) should have gone more hand-in-hand. I get the feeling that more hours were spent by game designers in meetings discussing "How can we prevent the warmonger from winning?" instead of "How can we make this game more challenging and fun for the warmonger?"
So being stubborn I'm never going to accept the "right" way and keep banging my head against the Civ IV warmonger wall.
But, instead of gaining the lead, those 2 nations bogged themselves down to allow me the easy way out, called AC win. I simply made sure that I have enough defenders in my cities to deter any attack and built the space parts needed