I assure you that that is not true. I've been playing King AI and I've just witnessed a war between Gandhi and Gorgo and Gandhi was definitely taking cities by force. It is also very common to see the AI attacking and taking City States. So it can most definitely take other Civ's cities through war. And it takes them even with Walls in place.
Who says it shouldn't? The AI should be designed to make the game enjoyable because the whole point of the game is to enjoy it. But to me enjoyment comes from immersion, and an AI that suddenly backstabs you because it would lose is immersion-breaking.The AI should not be designed to game throw. You are saying it should be.
Again, no. By your definition, a diplomatic victory is NEVER possible. But some people want it. So some people want things different from what you want, that does not mean they are wrong.If attempting to win makes some victory conditions less viable or not viable at all, that's a condemnation of the design and balance of the game.
No it is not. It is given a personality, a flavor, etc. Some AI's have even been given different rules. They are called city states and they are forbidden from winning from the start.The AI is acting as a player in the game, and as such it should be playing the same game.
No. Single player games exist, and Civ is mostly a single player game. Consider any game where the opposition is not symmetric. Does it lack in design? No. It's just a different design choice from what you'd like.If chunks of the game become non-viable when AI diplomacy is replaced with humans, there are chunks of the game lacking in design viability.
No. The AI plays more than the role of an opponent.If you make a system someone would actually use in MP, you can then tune AI to use it without it being functionally worthless. That's what we should have seen, but don't.
I can say your case is not sound either. Please remember I said that Civ V went that way and failed. The "I play to win" AI in Civ V did the following: Get killed. Get resurrected by player. After 10 turns, decide that said player is weak because he's at war, so attack him. That would be great if it had worked. Except that civ had 1 city vs. my 10, 5 units vs. my dozens, and was in the middle age when I had tanks. Maybe someone could develop an AI that would be able to pull it, but Firaxis doesn't seem liable to do it ever.I've seen attempts to make a case that the AI instead taking on the role of a spoiled child flipping a table is good for immersion, but that case has never been particularly sound.
You are wrong again. I got attacked by 4 deity norwegian warriors on turn 12. There was no way to defend agaisnt that. I lost. That's the equivalent of your Civ IV "rush" except it's earlier, so it's an actual rush. 1000 BC is not a time for rush, it's just an early war.Every civ game has had flaws. The AI's propensity to game throw *by design* was a major one in Civ 4. What Soren said sounds nice, but what happens in practice isn't. 4 is still more challenging than newer entries in the series, simply because of the scale of bonuses and that AI can handle stacking its super discount units in one place better. There is no civ 6 equivalent to 15+ unit rushes at 1000 BC. "Just build 3 archers" is a viable deity survival strat now.
I agree with all this.Civ 6 has lots of things in release that surpass its predecessor. The tall vs wide cancer is less prevalent/reasonable, there is a least reasonable depth in builds, and interactivity with situation is something lacking in 5 that is at its highest point now. Those are positive changes.
Unfortunately, civ 6 has not found a way to tackle poor UI, and has only somewhat helped performance. The unit cycling is particularly terrible, and forcing an ini edit to remove that doesn't address the unit control issue entirely. Ranged units got buffed by the terrain change, the exact opposite of what needed to happen with ranged units. Civ 6 is a mixed bag, it also isn't finished. That's not an acceptable thing.
Yes, Civ IV random events were not particularly interesting.Edit: Random events can work, but Civ 4's were a joke and if that's the best we can see in Civ I'd rather never see them again. Hedging against risk with incomplete information is reasonable. Losing 10000 hammers instantly is not, nor is having a random-something that does nothing at all to influence your strategy in any capacity whatsoever.
It's not the case. The AI designed to win was that of Civ V, and it was much worse than that of Civ IV. The AI should be codedto eb enjoyable, and that means the diplomacy should matter.all the people who don't want the AI to play to win are in the completely wrong genre. it's a shame that their influence has dumbed down the franchise to this new low
Who says it shouldn't? The AI should be designed to make the game enjoyable because the whole point of the game is to enjoy it. But to me enjoyment comes from immersion, and an AI that suddenly backstabs you because it would lose is immersion-breaking.
Again, no. By your definition, a diplomatic victory is NEVER possible. But some people want it. So some people want things different from what you want, that does not mean they are wrong.
No it is not. It is given a personality, a flavor, etc. Some AI's have even been given different rules.
The AI is not another player. It is an element of immersion, a make-believe. It's here to make you think that you are interacting with a world. It fits the role of an opponent, but it also fits the role of a landscape. It is much more than an opponent.
I can say your case is not sound either. Please remember I said that Civ V went that way and failed. The "I play to win" AI in Civ V did the following: Get killed. Get resurrected by player. After 10 turns, decide that said player is weak because he's at war, so attack him. That would be great if it had worked. Except that civ had 1 city vs. my 10, 5 units vs. my dozens, and was in the middle age when I had tanks.
I said "to me". You don't make any such restrictions on your claims, so you're the one being disingenuous. Prove your points first.For this point to be valid, you will have to demonstrate why your immersion is more important than my immersion or anybody else's immersion. If you can't do so, alleging something is "immersion-breaking" is disingenuous. I find the AI trying to play Dungeons and Dragons when everyone else at the table is staring at a Risk board to be immersion breaking.
The game is more than game mechanics. Most of the budget in games is about art. Why do games even have music? Everybody can play music at the same time as playing. The game is not defined solely by a set of rules. It's also defined by the ambience it puts the player in. You are forgetting more than half of what the game is in all your statements.What is valid? This is a game, a game with defined options, rules, and win conditions. Handicaps for or against it aside, the AI is acting as a player in the framework of that game. Game throwing or table flipping is not reasonable behavior in such an environment and it sure as heck isn't consistently providing immersion for the player base.
No I can't. If the AI behavesin a way that is not believable, like when Civ V decides to attack you when it has no reason to, either in the context of winning or in the context of playing its role, then, no, I can't role play.You can role play regardless of what the AI does. However, I can't play Civ 6 regardless of what the AI does, if the AI does not play Civ 6.
The idea of a diplomatic victory is to have everyone agree on the winner, without having to win in another way. If the AI plays to win, then you can't ever achieve that because the ai would lose. The whole idea of the diplomatic victory is an "everyone wins" which doesn't make any sense in a competitive game.Are you trying to tell me that it is *impossible* to design a ruleset whereby diplomatic victory could be a legitimate threat in MP? "NEVER" is a strong word. Civ does have a long history of poorly designed diplomatic victory conditions. That doesn't mean making one that's viable in a competitive environment is impossible for the design team.
No it is not poor design, some people like it an ask for it. You just don't like it.So yes, the creation of a victory condition that depends on the other agents in the game throwing it is poor design, it isn't necessary to implement that victory condition in such a fashion, and the AI allowing an obviously poorly designed victory condition because reasons is game throwing.
Actually, to me city states are bad just because they don't play by the same rules as the other players and it's a design deicsion I utterly loathe. But it's still a valid design decision.People play differently too. Quoted statement does not help your point. Bringing up city states is disingenuous and dodges my point. I won't credit that with a response because it's intellectually rude to the discussion. I obviously wasn't discussing city states, just like I wasn't discussion the AI scripts for automatically exploring, which is also technically AI.
And AI are Artificial. They are not players. They are not just opponents. They are elements of the game and most of the time and energy spent on them was not about making them play by the rule but about looking like historical characters, and that included behaving like them. Not making them behave like rulers but like players is not the point of the game.A flower is not a flower, it is an element of immersion...
Actually a flower really is a flower in reality, and what you make of it past that is up to you. According to the rules of Civ 6, the AI (the major civ AI) has the same win conditions as the player.
It does attempt to win. Itjust attempts to win putting some constraints upon itself. In the same way you put artificial constraints on yourself when you play anything but prince, because you lose on production, tech, and whatever other penalty the difficulty level throws at you.I don't know what Shafer claimed, but CIv 5 AI is not representative of an AI that attempts to win. For all the allegations that it did, very little in the vanilla game showed any evidence of hard-pushing a victory condition. Even the culture win BTS AI of civ 4, a game that allegedly wasn't trying to win all that much, could put more time pressure on the player than civ 5 AI.
Using civ 5 AI to gauge "play to win" quality is like using civ 5 vanilla release as an example of a game that works well in multiplayer. How much of what an AI did in 5 resembled a halfway-competent human player in the same situation, *even at the most grossly basic strategic layer of decision making*? The answer is "basically not at all". We have yet to see an AI that actually attempts to win the game in an unmodded civ game. 4 and 5 mods both tried to rectify this, and both managed significant improvements...
I only played Deity after the first run, so maybe with a weaker AI it's better? I doubt it. From what I experienced, and this is confirmed by looking at the code, the I has different city attack behaviors based on whether it's early or late. I never saw a late city takeover, and I've seen it unable to take cities with a lone defender despite overwhelming forces. In Civ IV this would never happen. For this readon, I stopped playing Civ VI and find it impossible to enjoy whereas I love IV. So pretending that the AI in VI (to me: so bad it's not funto play against it) to be on the same level with IV (to me: fun) does not make sense.
I would love to have the "Always Peace" setting to come back!![]()
I don't think so. If you can make sense of sending units around a city and having them all killed by the player while achieving nothing, then please enlighten me. I'm pretty sure it's unintended behavior.I think it sometimes declines to take cities. This appears to be intentional, neither a bug nor an oversight. You can disagree with it. Maybe ask for AI settings that will intentionally take player cities whenever it can.
You're conflating what appears to be intentional design for design oversights.
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.
You want the human player to feel like the other civs are active participants in the game: that they are rival players the human fights to surpass.I'm fine with the AI playing to win, but I disagree that trying to imitate human behaviour is the way to go.
The whole history thing is already out the window; in no way does Civ pretend to be anything resembling an accurate simulation of history.I think single player games should offer something more than a skirmish mode (the way rtses do): otherwise they are just dumber humans. You could replace "Ghandi" with "#PLsh1t" at that point and forget about the whole history (i.e. civ) thing.
I said "to me". You don't make any such restrictions on your claims, so you're the one being disingenuous. Prove your points first.
The game is more than game mechanics. Most of the budget in games is about art. Why do games even have music? Everybody can play music at the same time as playing. The game is not defined solely by a set of rules. It's also defined by the ambience it puts the player in. You are forgetting more than half of what the game is in all your statements.
No I can't. If the AI behavesin a way that is not believable, like when Civ V decides to attack you when it has no reason to, either in the context of winning or in the context of playing its role, then, no, I can't role play.
No it is not poor design, some people like it an ask for it. You just don't like it.
The idea of a diplomatic victory is to have everyone agree on the winner, without having to win in another way. If the AI plays to win, then you can't ever achieve that because the ai would lose. The whole idea of the diplomatic victory is an "everyone wins" which doesn't make any sense in a competitive game.
Actually, to me city states are bad just because they don't play by the same rules as the other players and it's a design deicsion I utterly loathe. But it's still a valid design decision.
And AI are Artificial. They are not players. They are not just opponents. They are elements of the game and most of the time and energy spent on them was not about making them play by the rule but about looking like historical characters, and that included behaving like them. Not making them behave like rulers but like players is not the point of the game.
It does attempt to win. Itjust attempts to win putting some constraints upon itself. In the same way you put artificial constraints on yourself when you play anything but prince, because you lose on production, tech, and whatever other penalty the difficulty level throws at you.
Using Civ V as a reference makes sense. The diplomatic behavior of the AI was the culprit, not its tactical ineptitude. Diplomatic AI is what we're talking about.
You seem to say that a Civ game must be designed in a certain way. I think you're wrong, because other people seem to like, enjoy and be willing to pay for a game where the AI behaves like a ruler and not like a player.
You're conflating what appears to be intentional design for design oversights.
The devs themselves said that they have never in any test seen an AI win a domination victory. Maybe this should have prompted them to have a closer look at AI war behavior.
When it comes to preventing others from winning, I'm with LDiCesare in that there is a limit for how far they should go.
Maybe the AI should be more likely to 'play to win' at the higher difficulties![]()