Trav'ling Canuck
Deity
- Joined
- Feb 7, 2018
- Messages
- 3,413
After many months of not playing Civ 6 to try and win, I decided to play a game with the intent of winning, but with self-imposed rules to try and make the game more fair to the AI.
Much of the talk on this forum about why the AI is so easy to beat in Civ 6 seems to centre around the following three items:
I'd estimate that, other than the rules related to not taking AI cities, the other rule changes (chopping nerf and delayed expansion) cost me about 25 to 50 turns combined. In the absence of these, I'd normally win between T225 to T250. I can't say what impact the not conquering had on my victory time because I honestly can't remember the last time I took an AI city.
I'm curious if anybody has any thoughts on what rule changes would be required in order to render the AI competitive? Hopefully it'll be redundant if there's a new expansion that improves the AI's ability to win the game, but any changes to the AI in that expansion could be based on feedback from players' experience now.
From the above, despite all the noise that overflow and Magnus get, I'm not sure that they're the reason why the human can win so much quicker than the AI. Similarly, just not taking advantage of the AI militarily doesn't make the AI competitive either. So does anybody have any ideas on what mechanisms could be changed to slow the human player down to the point that the AI offers a real threat of winning first on higher difficulty levels?
Much of the talk on this forum about why the AI is so easy to beat in Civ 6 seems to centre around the following three items:
- War is too easy, and thus the human player gets a disproportionate benefit to investing in military units.
- Chopping is too powerful because of "exploits" like overflow.
- The AI's bonuses are mostly front-loaded, so once you catch up, Deity isn't any different than playing Prince.
- No conquering AI cities or city states.
- No interfering with the AI by using Spies against it or capturing vulnerable Settlers/Builders etc.
- No using chopping overflow techniques.
- No using Magnus (not for his chop bonus, or his almost as good second ability of population free Settlers).
- For good measure, no using Public Transport policy either, as that card is so OP it's stunning.
- I didn't have a good way to change the AIs' bonuses, so I gave them an even bigger head start by forcing myself to:
- Build a Holy Site as my first district
- Delay my own expansion while I run projects until I get a Religion
I'd estimate that, other than the rules related to not taking AI cities, the other rule changes (chopping nerf and delayed expansion) cost me about 25 to 50 turns combined. In the absence of these, I'd normally win between T225 to T250. I can't say what impact the not conquering had on my victory time because I honestly can't remember the last time I took an AI city.
I'm curious if anybody has any thoughts on what rule changes would be required in order to render the AI competitive? Hopefully it'll be redundant if there's a new expansion that improves the AI's ability to win the game, but any changes to the AI in that expansion could be based on feedback from players' experience now.
From the above, despite all the noise that overflow and Magnus get, I'm not sure that they're the reason why the human can win so much quicker than the AI. Similarly, just not taking advantage of the AI militarily doesn't make the AI competitive either. So does anybody have any ideas on what mechanisms could be changed to slow the human player down to the point that the AI offers a real threat of winning first on higher difficulty levels?