I hope and pray for The AI Patch next

And yet you praise BNW, so obviously something went right there.

I don't praise its extremely sluggish patch schedule, or the fact that bugs still exist in it. It's still an excellent game despite those issues. (especially since modders can fix the bugs for Firaxis due to DLL mod support, another thing BE doesn't have)
 
I don't praise its extremely sluggish patch schedule, or the fact that bugs still exist in it. It's still an excellent game despite those issues. (especially since modders can fix the bugs for Firaxis due to DLL mod support, another thing BE doesn't have)
Ah, sorry, should've quoted. Was referring to Westwall there, not you.

On the topic though, when was the CiV DLL released, do you know?
 
Appreciated. Still gives me hope here (speaking from a modding / development perspective) for more wide-ranging mods. I'm not disappointed with the state of BE personally, but I live for community modding scenes, and DLL availability would help BE's for sure.
 
Diplomacy 2.0 - the AI is even MORE passive, and judges friendships based on a criteria no world leader or strategist would EVER use. The AI loves the player when they're already doing good. The player gets a free, peaceful ride to the victory condition. You don't even need military units anymore because everyone loves you for "building improvements around your cities."

Not even the warmonger AI's play to win because they're too busy praising you for your "great satellite coverage", while all of them barely ever make progress towards the victory condition themselves, even on Apollo. They fall drastically behind on affinity because they can't do quests and are terrible at expeditions - nothing at all was done to make up for this even when giving them affinity boosts is trivial. The AI outright plays to lose, which shouldn't happen in a game that had Montezuma.
 
It's sad because the game needs good AI, but it's just going to draw attention to how hilariously bad the system is, and how rigid your strategy needs to be to compete.
 
You did this again. You haven't played the game enough to level such an accusation. In EL, like ALL other 4X titles, combat is the easiest way to a win. But, it's not the only way.

Late response as I managed to mislay this thread - I looked it up again now as I played EL over the weekend.

My claim re EL's combat focus is based on some of the game's focal mechanics: one of its core selling points was its unit upgrade and equipment system, and almost all the upgrades are combat-focused. Additionally, Amplitude's established its hero characters as a trademark of the Endless games, and heroes are combat units (in fact I feel Endless Space handled specialising heroes as governors better than EL). The game even had an expansion that focused largely on obtaining unique 'Guardian' units.

I'm not claiming it's the only way to win, but by comparison with most 4x games, there is definitely an excessive design focus on the combat system - one the system appears not to justify in terms of the way it plays out. When I see a modular unit design system, I want one in which I have the freedom to use my designs to affect battle outcomes along the lines of Master of Orion.

You could very easily take another route and minimize your combat to defense only. You don't like the combat, but you think the 1UPT is just fine.

Endless Legend uses 1UPT to all intents and purposes - units move as armies on the campaign map for ease of pathing and navigation, but once in the combat view you have exactly the same mix of melee and ranged units that you have in Civ V, ranged units work exactly the same way, and screening ranged with melee while focusing down individual units is the best way to win just as in Civ V.

The only difference I've so far observed is that the battle maps are very restricted, and there are only two terrain rules (elevation = good, forests = good). In my current session I've recently unlocked 6-unit armies, and a 6-unit army, plus a hero, facing an equivalent force, leaves very little room for manoeuvre especially as most units (other than things like centaurs or hydras) have high movement rates. I played a battle against a horde of Necrophage drones; they flew into my line and then everyone on both sides was pinned where they were by adjacent units and map edges. And I've still yet to see a result that couldn't naturally emerge from Civ V's 1UPT implementation, or Civ IV's stacks - sometimes due to random variation in damage results a disfavoured army might win, but in general the favoured side will.

But seriously, I'm not sure what your point is any more. Civ:BERT and EL are very different games. I own both. I enjoy both. I wanted better AI in both, and Amplitude delivered with its latest free DLC. Firaxis.... hasn't.

They are very different games in many respects, save that playing EL again reminded me of the influence-buys-diplomatic-agreements-and-faction-buffs diplomacy system. Now, where have I seen that recently? Looks like RT's big innovation in diplomacy was "plagiarise the Endless Legend system".
 
It's sad because the game needs good AI, but it's just going to draw attention to how hilariously bad the system is, and how rigid your strategy needs to be to compete.

"How rigid your strategy needs to be to compete"? It's one of my complaints that I found - in my first full game - that I could just click my way to victory on Soyuz with no strategy beyond "spam health, and once I've got a lead in a specific affinity purely through a random walk, focus on getting extra points in that affinity".
 
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