CaiusDrewart
King
Overall, I think AI agendas were an interesting idea but should be eliminated.
Sid Meier (or Soren Johnson? I forget) said something about this during a game design talk. He said that it's not fair to make the AI react according to rules that the player would not value.
So like let's say you're designing Spain and you make it an AI rule that Spain will never DOW a civ with the same religion. The player can exploit this rule to control the AI's behavior. If he doesn't want to fight Spain, he can be the same religion. Now imagine it's a multiplayer match and your neighbor civ is a human playing Spain. He is just trying to win. He doesn't care what religion you are.
Same deal with Germany. A human German player is not more likely to declare war on you just because you are sovereign of several city states. He just cares if you're in the lead.
The AI should be programmed to just try to win. There are too many AI behavior rules that are in the game purely to show off the "flavor" of each civilization
It was cool in Civ 3, when civs would have different aggressiveness levels or pursued different victory types. That was just making sure you would face a variety of AI strategies instead of every AI pursuing the same beeline. But now after 3 more sequels, the game is cluttered with AI behavior controls that make them behave crazy.
This stuff should be constrained to the city states. Because they are NPCs, they can't win, but they can give quests and favors. It makes sense to give them thematic behavior & motivations.
Soren Johnson gave an hour-long talk on AI behavior. I think it's up on youtube. But are you sure that's what he said? That would be a very strange thing for the designer of Civ IV to say, given that Civ IV diplomacy is built around stuff like favorite civics and shared religion.
Anyway, I don't think AIs should "play to win." Civ is a historical simulator--a very loose and inaccurate one, sure, but that's still what it is. And in real life, things like feelings of kinship, shared religion, common cultural ties, really do matter to people and stop them from fighting--not all the time, but some of the time. Obviously, when you're just playing a game that you know isn't real, this stuff isn't going to matter. But when you meet other civilizations in your game, those civilizations should care, because they do represent real civilizations, in some abstract way. The player can then choose to roleplay along with that or cynically exploit it, as he or she wishes.