Chris Withers
Chieftain
Wondering if others have the problem with Civ4 (and had it with Civ3) of getting ahead somewhere in mid-game, then one knows one is going to win, but has to tediously play thru the exruciatingly long end-game to finish it off. In Civ4 I play Monarch & now Emperor and can get ahead enough to win most of the time. It is more fighting than I care for, especially at Emperor, but oh well. But what I mostly dislike is once I'm ahead, I know I am going to win, and I get bored with it and stop the game. To me a win is a win and I don't see much point in going for a larger domination conquest vs simply winning by points. It takes long enough as it is at these levels to get to victory by all the micro-management, fighting, etc. I do have a lot of fun at it until I get to that point, but after I'm assured of victory I think why bother?
Part of the problem I have always thought resides in a basically simple AI. At higher ability levels it just produces faster and whatnot. Why can't it play "smarter" too (and thus not overproduce as much)? Some simple smarter play to code in would be basic military stuff like no lone units coming into enemy territory that are easy pickings. At higher levels more & more of these "advanced" tactics/strategies would kick in for the AI. So what the current AI design does at higher levels is generally force one into attacking to take more territory to have more cities to offset the AI's bonuses. If one is time-lazy like me, I'd rather not have to take so many cities and spend all that time that it requires.
Anyway, anyone else have this issue and any solutions? Maybe play scenarios instead?
Part of the problem I have always thought resides in a basically simple AI. At higher ability levels it just produces faster and whatnot. Why can't it play "smarter" too (and thus not overproduce as much)? Some simple smarter play to code in would be basic military stuff like no lone units coming into enemy territory that are easy pickings. At higher levels more & more of these "advanced" tactics/strategies would kick in for the AI. So what the current AI design does at higher levels is generally force one into attacking to take more territory to have more cities to offset the AI's bonuses. If one is time-lazy like me, I'd rather not have to take so many cities and spend all that time that it requires.
Anyway, anyone else have this issue and any solutions? Maybe play scenarios instead?