They make the AI feel schizo. Diplomacy right now seems to consist of everyone being permanently furious with each other and no one explaining why. Not that you can do much even if you know why they are upset.
Couldn't agree more.
Agendas are too specific and, well, "luck-based". If you happen to be on the same continent as Vicky, she'll love you. If you dare to improve your first luxury when he still has none, Monty will give you an instant dislike (just happened to me today). As I've said in another thread: Too often the AI will maneuver itself into a diplomatic hole because it has to act according to those super-specific agendas.
I would prefer a system where:
1. Upon initial contact, there's a "grace-period" where agendas don't really matter. Heck, why not disable agendas until AI-players hit a certain era or tech? That would give you time to get on an AI player's good side before his inevitable dislikes kick in.
2. Agendas that are more based on *my actions* not on random factors like who is on which continent. You know? Stuff like warmongering, settling too close, adopting certain policies/governments, breaking diplomatic promises, etc.
But not stuff that will be unavoidable if the player is running a half-way decent game. I mean: Nobody in their right mind will pass on a wonder just because China is on the map. And nobody in their right mind will pass on Great People just to please Brazil, etc. They could still have a problem with that stuff, mind you.. but the hits shouldn't be so big as to make normal relations impossible.
I've been thinking about all this and the AI's ineptitude in war, and I started wondering how they built the AI. More specifically: I wonder if they had the AI in mind and whether it could cope with some of the new mechanics when they set down the new rule-set for the game. I don't know the first thing about creating an AI, so this may sound a bit naive: IMO, any changes to rules/mechanics should take into consideration how easy/hard it would be to write an AI that can master these new rules. I think it's fair to say that Civilization, primarily, is still a single-player game. So IMO any version of the game that has a bumbling AI or one that behaves irrationally, silly or plain incompetently can't be regarded as a success.
But it seems to me that revamping the AI wasn't very high on the priority list for Civ VI. Looking at the
insane boosts AI-civs get on Emperor and up seems to indicate this. And cheating in this fashion feels like a crutch, and makes me avoid anything above King.
What percentage of games would you think was fair to win at immortal level?
All of them with perfect play, or with a few blunders because you chose to
reroll until you got an advantageous starting position?
10% because Immortal is inherently difficult, even with a great starting position?
Oh, I have no problem with getting my ass kicked on Immortal or Deity... that, and the fact that higher difficulties demand a much more "streamlined" style of play is the reason why I avoid higher difficulty. I don't want to be stressed out, trying to catch up to AI-players that start with multiple settlers, free tech and a couple more military units than myself - or who get insane production boosts.
Immortal should be friggin' hard, but from what I've seen so far in Let's Plays, people are beating the game on Immortal and even Deity pretty easily. One of the reasons being the AI's poor performance in war, of course.
That said: The situation I described happened on King and I've seen them do this aggro-settling on other difficulty-levels as well. I have no problem with the occasional "aggro-town", if the AI has a good reason to put a city in that spot (like lack of spots to settle in or getting a rare strategic/luxury resource). But plopping down cities in poor spots within minimum distance of another civ's capital when there's still tons of unclaimed land with better resources around.. well.. that's just annoying.
And it makes me long for the days of Civ IV where such cities could be culture-flipped pretty easily..
S.