Leader Flavors and Personalities Idea

jma22tb

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Recently, I modded CEP with the intention to try out some new priorities and have had positive results. I wanted to share the idea with you guys.

In CEP, there were four personality types that broke all 44 civs into groups. I changed these to personalities that I felt were more historically accurate and more competitive in gameplay.

The revised personalities are:

Nationalist
Imperialist
Hegemony
Liberalism

All four personalities prioritize the following the most of all the flavors: Great People, Happiness, Golden Age, Infrastructure, Trade Routes, Connections, Tile Improvement. This, in combination with an equal focus on Growth, Naval Growth, and Expansion, has the maintenance of the cities booming by comparison to the way CEP was before.

The equal Growth/Expansion is very important. If the values are different, then the AI will not adjust to their situation for founding more cities vs. growing them. A "boxed in" civ will just go Tall and build their economy that way, while having open space puts the green light on expansion.

I placed Wonders at 4 for everyone, which is the lowest tier. I did this because I wanted the AI to be more concerned about building their economy and developing, and for newer players to be able to crank out those Wonders against them to get that advantage. Wonders are a double-edged sword, if you have them all then you have an advantage, but your economy isn't going to be as strong, nor your military. I'd rather let the player decide if they want to emphasize them and have the AI be more economically-focused, taking advantage of a Wonder opportunity once they have time.

Okay now for the personalities.

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Nationalist aspires to Domination, Cultural, and Scientific Victory, putting much less emphasis on Diplomatic. They value Military Training, Infantry, Siege, Naval, and Air for their armed forces. They value Science, Spaceship, Culture, Archaeology, Tourism, Nuke, and Production for domestic development. They're most likely to have Engineers, WAM (Writer, Artist, Musicians), and Scientists. They will have less Gold, Diplomacy priorities, so their GNP is more dependent on Trade Routes than the others.

Historically, Nationalist is the approach that most of the nations in the world have taken. It's an evolved version of the tribe mentality that humanity has always had. They do not "go international," but rather emphasis on developing themselves and challenging others who they feel are weaker, unjust, or some other undesirable quality. They are dangerous if left alone - culture, tourism can quickly accelerate with consistent WAM deployment, and science can have them bring guns to knife fights. The Nationalist personality also has an innate distrust of internationally driven institutions like religion and a strong merchant class - they want to keep things in the family. Examples of strongly Nationalist cultures are Germany, China, Japan, India, the Vikings, and all of the Fascist movements leading up to and following WW2.

Their relations with others is generally friendly, but with the ace in the hole ready to use if they know they can conquer someone. They do not look for wars, though, since war can devastate their economy that isn't as strong as others. They do not care about city states at all - they would rather ignore them and not get involved. They have a slight desire to conquer them, but usually they keep their distance.

My picks for Nationalists are:

Germany - ethnic peoples took thousands of years to unite, and when they did the whole world had to "put them down" out of sheer terror.
Russia - this is the personality Russia had for a very long time before the Bolsheviks invaded and conquered them.
Poland - Poland is a distinctive culture in Europe, and for a period they had a strong military, so this fits best for them.
Denmark - The Vikings were so fundamentally different and strong that even to this day, people still don't entirely understand them.
Japan - The Far East in general had this type of philosophy about their governments. In this sense, Japan and China are very similar, except in recent years where Japan has become a lot more materialistic.
The Zulu - For an African tribal people who were faced with weapons and enemies that were a thousand years ahead of them, they fought like Spartans to protect their way of life.
China - The Far East in general had this type of philosophy about their governments. In this sense, Japan and China are very similar, but with China largely keeping their priorities intact, even after Communism's raping of their country.
Brazil - Brazil isn't all that involved with international politics, but is very unique, has developed into an economic power, and boasts a strong military now.
Austria - The Austria-Hungary empire was not Imperialist, but a strong nation that had developed very well before the World Wars.
Inca - They had expanded to cover a sizable fraction of South America, but did not use wealth to dominate people. They were an ethnic group that was simply the strongest in that region.
Maya - They were rivals of the Inca with a similar way of life, but with different gods and cultures.
Korea - Korea has always been insular, but has been strong enough throughout their history to stand up to China.
Celts - The Romans almost got driven out of the British Isles by the Celts. The Irish and Scottish people have always been groups that the British Empire and even the UK are scared of if they united or became their own nations.
France - The French have always been unique and less amenable to the kind of other strategies that are listed. Napoleon was the strongest leader the French had and he changed the world with his military genius and a heavily nationalist vision.
The Shoshone - They stood up to American Imperialism and held out for a long time.
Songhai - They built a strong and stable African empire, at least in those relative terms. It's hard to do that when you have European empires meddling and funding so many controlled wars.

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Imperialist aspires to Domination, Scientific, and Diplomatic victories, with a much lower emphasis on Cultural. They value Military Training, Infantry, Siege, Naval, and Air for their armed forces. They value Science, Spaceship, Gold, Diplomacy, Nuke, and Production for domestic development the most. They're most likely to have Engineers, Merchants, and Scientists in their cities. Their culture is lower, but the flavors are not set so low for Culture that they have no policy growth or any semblance of Tourism.

Historically, Imperialism has been the dominant power throughout history. Every major historical period is highlighted by a very influential, technologically driven, and a great industrial power, with their "culture" built on their forebears and assimilated rivals. The three victories they go for are the least colorful, so this approach is very logical and cold vs. the cultural personalities. It's all about wealth, industry, and having better weapons to kill enemies with. Examples include Assyria, Rome, the British Empire, the Soviet Union, and one could argue the US today. War is a way of life for Imperialists, but because they emphasize such a strong foundation, it doesn't destroy them as easily as others.

They are the most aggressive of all the different personalities. They place a high value on Deception and War. This is due to their confidence that their military, alliances, wealth, and industry will overwhelm their opponents. They have a strange relationship with city-states, but is more nuanced. They are just as likely to form alliances with them as conquer them, because, above all else, Imperialists are opportunists. If a CS is near Rome, for example, then you can bet that they'll conquer them, but they'll form an alliance with a CS thousands of miles away out of convenience.

My picks:

Venice - This is more about gameplay than history, since they're basically a OCC that deals primarily with city-states as their expansion/alliance strategy.
America - Say what you want about the Constitution, America conquered a native population of millions, expanded into the Caribbean and Pacific, joined up with the Soviets in WW2, and have been involved in so many wars since WW2 that it's hard to keep count.
England - The British Empire. Home of the Industrial Revolution, the first Global corporation, and easily one of the most sadistic ruling classes of all time.
Rome - They defined Western civilization, and Roman maritime law is still the rule of the seas. Most advanced military and industry in the world at the time.
Portugal - They're irrelevant now, but when the Colonial period was at its most relevant, Portugal ruled over a substantial amount of land and did so with one of the most technologically advanced navies.
Aztec - The Aztecs dominated Central America in their heyday, and probably would have expanded south into northern South America if the Spanish didn't come along.
Babylon - Rome built their empire on the culture of Greece and through their version of Babylonian law. Their international influence and emphasis on technology earned this spot.
Mongolia - The only Far Eastern people to get involved with international politics in a significant and aggressive way. They conquered more land than any Empire in history. They were the masters of the horse and surprisingly ruled competently for a so-called barbaric people.
Assyria - They were the main rivals to Babylon and were the OG Imperialists. They ruled over the Near East at the peak of their power.
The Huns - The predecessors to the Mongolian Empire, the Huns were the first people from the Far East to move to the West. They didn't rule long, unlike the Mongols, but one could argue that they set the foundation.

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Hegemony aspires to Domination, Cultural, and Diplomatic victories, with a much lower emphasis on Scientific. They value Military Training, Infantry, Siege, Naval, and Air for their armed forces. They value Gold, Diplomacy, Nuke, Culture, Tourism, Archaeology, and Production for domestic development. They're most likely to have Engineers, Merchants, and WAM in their cities. They depend on the growth of their population and a basic scientific infrastructure to keep it going, they don't just throw out "heretics." They value Religion very highly as well.

Historically, this personality reflects Byzantium, Spain, the Caliphates, and large religion-driven empires throughout history. The lower emphasis on science is a keynote of these types of civs, who usually built a long standing traditional way of doing things that didn't push the envelope too much. They want to be wealthy, influential, are vain, and work their people hard to sustain their military might. Religion is an identifying factor of these civs - they want to be the most widespread and most powerful faith in the world.

They have a similar taste for war as Nationalists, seeing it as an opportunity, but not as a modus operandi like Imperialists. They tend to be suspicious of rivals, and more insular in regard to international relations because they not only influence CS but the greater world with their culture. They are very protective of City-States and seek alliances with them, creating a conflict with the type of opportunism that Imperialists approach them with.

My picks:

Arabia - The Caliphates of Arabia were the inspiration for this personality type. Islamic Arabian Caliphates had been incredibly powerful and far superior to Europe for a thousand years.
Ottoman - The Ottomans were the successors to the Arabian Caliphate, ruling in a similar way for the period leading up to the World Wars, where Europe snapped Islam over its knee and has Balkanized the nations ever since.
Egypt - Egypt was a huge conglomeration of cultures and their international influence on Greece was what motivated me to put them here.
Morocco - At the height of their power, they were able to rule over a good section of Northern Africa, and resisted control by the Caliphate, Turks, Germans, and had even expanded into Spain at one point.
Byzantium - The East Roman empire eventually became the foundation from which the Turkish Ottomans would build on, with Constantinople as the center of the Near East for a very long time.
Siam - Southeast Asia has always been a strange place that did not have a huge impact on the rest of the world, but Siam was the strongest power of all of them, having been the premier Buddhist empire of the region.
Persia - The upper Near East was dominated by a succession of Persian Empires for thousands of years, and the terror of a unified Persian people still grips the West today. Like the Caliphates, the barbarism in Europe was laughed at by the Persians until Alexander came along.
Spain - The largest religious empire in world history, the dominance of Christianity and the Catholic religion is attributed to the Spanish. They utterly conquered Central and South America and changed that continent forever.

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Liberalism aspires to Diplomatic, Cultural, and Scientific victory, placing much less emphasis on Domination. They focus on siege, defensive, ranged, and infantry for their armed forces, able to defend themselves effectively enough. They prioritize Gold, Diplomacy, Culture, Tourism, Archaeology, Science, and Spaceship for domestic affairs. They are most likely to have Merchants, WAM, and Scientists in their cities. They value religion as much as Hegemony does, but for different reasons.

Historically, Liberalism is the most radical and shortest-lived of the personalities. Brief bursts of amazing progress are the inspiration for this, such as ancient Greece, the Founding Fathers of America, Venice during its heyday, Austria-Hungarian Empire, and the Iroquois. They do not want war, but want to spread their philosophy of prosperity, beauty, and curiosity about the world. They have been short-lived because of the inability they have had of defending themselves from more predatory enemies, and for politicos to eventually lean toward more aggressive policy. They view usually view Religion as inspiration to become greater people rather than Hegemony's use of it as an extended foreign policy and tool.

Their approach with other civs is looking to make friends and stand by them, no matter what. This approach, if things work out, can keep them in the good graces of a rival who might be willing to defend them if need be, but with the risk of making a wrong friend that stabs them in the back, like Rome. They want to make friends with city states, alliances, but do not go out of their way to protect them since they have no love for war.

My picks:

Iroquois - Their laws were called the "Great Law of Peace" and was one of the inspirations for the US Constitution. Amazingly, the Iroquois nations still exist today within the US political system.
Sweden - Sweden had brief periods of imperialism, like any other European nation, but have been unique in how they embrace science and ideas that are usually dismissed. They prosper today on socialism as a state policy, and were the first to embrace public education.
Carthage - Descended from the Phoenicians, who were more imperial, but who did not try to conquer North Africa, Carthage was the biggest prize of the early expansion by Rome. Carthage was not an aggressive nation, but their ingenuity and culture held up against Rome with dramatic effect.
The Dutch - The Netherlands came to be through a democratically-driven revolution and were the brainchild of much of what we consider to be the modern financial system.
Polynesia - The Polynesian peoples of the Pacific were culturally unique, their peaceful lifestyle, and excellent seafaring skills, made them more Liberal than the others.
Greece - The OG Liberal nation, Greece was a mix of different cultures, but formed the foundations of Western philosophy, science, culture, and the intellectual foundation for warfare. One could argue that if you're European or American, Greeks made you who you are.
India - India has always been very peaceful, which put them in this area. They do not have a particularly long history of being imperial or international, but have shifted gears in recent years to be an emerging power that does not need to use force to exert influence.
Ethiopia - Ethiopia can be argued as the premier African nation and ethnic people of modern times and throughout history other than Egypt (hard to say if Egypt was actually African by ethnicity or something else.) They were highly religious, were not aggressive, always emphasized trade, and are uniquely cultured.
Indonesia - Indonesia has always been one of the most curious regions of the world. There are so many cultures and convergences there, along with startling scientific breakthroughs in agriculture. They've never been imperialist, and are an emerging power today.

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The way I made these personalities was through the organized Leaders folder that CEP has, making changes so that the Fundamentals I listed before each personality was at 9, the highlighted items in the descriptions at 8, and everything else at 4.

I wouldn't know how to carry that organization over, but if we could, then that would make this idea a lot easier to implement in CPP.

I do want to point out how "unfocused" these might appear to be. Civ 5 is a game where you want to have a solid foundation rather than just specialize in one thing, and I think the AI does better when they have options to emphasize rather than shoe-horning them.

This was my problem with the CEP Leaders priorities. Conquerors were just stupid - they'd pick a fight with everyone and not even emphasized Gold to pay for their wars, didn't make any friends through the personality system - it was either all or nothing. Expansionists were just as weird - they had a strange strategy of founding a bunch of cities, not emphasizing growth, but emphasizing science. Diplomats were too passive and spent more time building Wonders than anything else, which made them easy prey.

Do you agree with these ideas? What could improve them if you don't?
 
I still find something in AI lacking... I mean in the way it handles friendships and such. Restricting too much the AI behaviour would result in sad games (EX: a guy you helped a lot not helping you because he is a Nationalist). On the other end, letting them too loose ends up with erratic AI behaviour. Mah homie you mah best friend... WAIT! DID YOU JUST GET IN BETTER TERMS WITH THAT CS. ILL DRINK YOUR BLOOD OUT OF YOUR SKULL.

Ai is really difficult to tackle, because the Human brain takes in colossal ammounts of data in a tiny fraction of a second to take a decision, we can't make AI's that advanced yet. I feel that the AI needs one thing most of all: Awareness. The AI is stupid as hell in this department. Perhaps if she senses a military threat, she would look for allies, instead of breaking up with me because I settled a city too close. If she realizes she doesn't have much production, she will try to grow, get building and improve tiles, instead of expanding and building wonders.

I think that this is what the AI in CIV 5 needs the most, and that I hope its tackled at CIV 6. The AI needs to have a damn idea of what is going around it, is it doable?
 
Yeah I took that into consideration when I put the 8 points in the areas I did. The one that is scary to deal with out of all of them are Imperialists. War is an industry for them, and pretty much their whole setup is built to sustain war for most of their existence. The others are fairly straightforward; if you're strong they'll respect you, if not, they'll see you as a war opportunity, especially if you went Wonder crazy.

Also, the AI have had a problem of being incompetent at running the cities and economy. This has alleviated that considerably in my tests. Nobody is really out of the game entirely as long as they exist, because their fundamental priorities will keep their economy, tiles, and happiness well enough off and their personality will be versatile enough to handle different situations.

Out of historical accuracy, though, I've been tempted to make a fifth personality for Incompetent civs. As crazy and mean as that sounds, there are just some civs that, for one reason or another, just commit suicide with stupid government and social trends that don't work. They could be obsessed with building Wonders and have no military, or expand just for expansion's sake, or some other strategy that doesn't get any results.
 
Yeah I took that into consideration when I put the 8 points in the areas I did. The one that is scary to deal with out of all of them are Imperialists. War is an industry for them, and pretty much their whole setup is built to sustain war for most of their existence. The others are fairly straightforward; if you're strong they'll respect you, if not, they'll see you as a war opportunity, especially if you went Wonder crazy.

Also, the AI have had a problem of being incompetent at running the cities and economy. This has alleviated that considerably in my tests. Nobody is really out of the game entirely as long as they exist, because their fundamental priorities will keep their economy, tiles, and happiness well enough off and their personality will be versatile enough to handle different situations.

Out of historical accuracy, though, I've been tempted to make a fifth personality for Incompetent civs. As crazy and mean as that sounds, there are just some civs that, for one reason or another, just commit suicide with stupid government and social trends that don't work. They could be obsessed with building Wonders and have no military, or expand just for expansion's sake, or some other strategy that doesn't get any results.

Hmmm... I dont think so. Troughout history some civ's have failed yes, due to incompetence yes, but creating a category of civs doomed to lose? Hell, Portugal aint no empire, and I still love it. Perhaps something else, i dunno... Those 4 categories seem nice, however If you feel they are lacking, we can find a fifth one... Progressist? Focus on Science and Culture? Dunno

One of the Key aspects of CIV is changing History. The Portuguese Empire didn't fell. The British defeated the American. THe Indians have Nukes. Ghandi loves nukes. This is what makes CIV so special, and honestly, CIV's AI is dumb enough, It doesnt need to be tweaked to be stupid anyway :D
 
Yeah it's not nice, but some civs just didn't have what it took to survive for a variety of reasons. The American pre-European civs, for example, were fighting with spears, bows, and wearing leather tribal outfits going up against firearms, military formations, and artillery. They were civs, but had forsaken science in favor of culture, happiness, and military strength without trying to go past the point of what works for right now.

Egypt was pretty strong during the Ancient era, built some insane Wonders, but didn't really care for improving their military, and empires have been conquering and reconquering Egypt for a long time since. It is only in the last year that Egypt actually has a semblance of national identity after kicking out the Muslim Brotherhood.

I also say that because when every single civ is more competitive the pressure goes up. Like way up. On higher difficulties, an AI that is already smarter that gets all those extra yields and XP is going to roflstomp the player.
 
I still disagree with Civ's determined to fall. Civ is not about historical realism, setting things like empirealism etc, might result in better AI, but setting AI to be dumb? Nononoonono. A lot of people, and myself am starting to disagree with the whole idea of having certain civs too determined
 
This looks very promising overall.

I don't think you need to have a "doomed civs" AI at all. The general reason that say, the Incas, were overwhelmed by the Spanish had to do with Spain's presence in Europe as a highly competitive environment with lots of opportunities for trade (of goods and knowledge), systems of writing and learning, and warfare, (along with a greater exposure to diseases). Incans or other aboriginal peoples who had lived in that same environment of Europe/Middle East might have competed quite well against it (think the Ottomans as an outsider threat to that system or as a better example the Germanic tribes against Rome, or the Cherokee prior to the trail of tears in the US). In game terms, civs that are isolated by oceans and terrain tend to do poorly. Which is exactly what happened to the various aboriginal peoples. It isn't necessary to give that a default AI. It's just what happens to some AIs/players over the experience of a game.
 
Yeah, the intentionally bad civ idea would just be a mess. I was just trying to explore new territory with that idea.

I was playing a game earlier, and noticed how some of the Leaders are going to be extremely OP with this setup. Babylon, for example, literally ran away with the game with their surplus academies. They were in industrial before anyone else was in renaissance. I think this system takes yield bonuses to Leaders and buildings and punctuates them even more, whereas before I remember a bunch of games where Babylon was just irrelevant.

Leaders that I think will be OP if this system goes in, based on vanilla:

Babylon - waaay too much early science
Brazil - GP bonuses like that and Tourism makes them way too good at it
China - they're just gonna wreck people in wars
Greece - trying to wrest their alliances with all the GNP they'll have will be murder
Korea - way too much science
Sweden - GP priority makes them really strong
Zulus - holy crap they'll be OP with that much maintenance reduction.

To replace that I think these types of bonuses would be better off replaced by some kind of minor benefits, like slightly cheaper roads, extra trade routes (easy to shut them down in war), slightly faster combat XP gain, etc.
 
I will put up a leaders thread, with the CEP changes as a baseline.

Korea and Babylon are the two that stand out as in need of some kind of nerf and many others are in need of redesign, either because of new features we've added, or incoherent design by default.
 
Cool we could try this out if people want to. Ya the the science is just too much. I honestly think that Leader traits shouldn't be that much of a factor, given how this setup is doing. The traits ought to be pretty minor in effect, rather than significantly boost yields.
 
Wait, this doesn't actually effect inputs, like more gold and less culture does it? Ideally It should: A) only affect AI priorities and B) Be toglable in the options.
 
The personalities don't affect yields themselves, but rather affects how the AI chooses to do things. This has an effect of appearing to improve yields, when it's just showing the AI a better series of doors to walk through as they build their civs.

For example, if a civ has 8 expansion, 8 science, but 2 or 4 growth, then they're not going to take advantage of that strategy because science is mostly tied to population. All those extra cities are going to produce libraries, universities a lot slower and not get as much from the population = science.

In my system, expansion = growth, so they will not settle a city and just leave it barren and unpopulated. If they don't have any space then they'll just grow the city as much as possible.

The game can create random personalities if you check the option before you start a game.

It really does play a lot differently and is more challenging. Even on lower difficulty settings, you'll notice the AI is a lot more competent in domestic affairs. The war-time tactical AI, however, isn't affected by these. They could roll in with a huge doom squad, but totally screw up their tactics and get rekt b/c that part of the game needs more work.

As far as civ-specific advantages, like Poland having strong cavalry, I'm thinking it would be good to just make sure they are 8 like the other top priorities, so that what makes them unique isn't de-emphasized. For example, I have the Celts as Nationalist but it would be good for them to have 8 religion instead of 4 since they have Abbey.
 
Looks good overall. I do believe the technicalities of how you name the types and how you sort them and how you set them up exactly are secondary. If it leads to a better gameplay, it's the way to go.

However I have one reservation: Does it make the AI leaders too predictable? This may be moot since they already are kinda predictable anyways. But some people like the roleplaying aspect more than having a competitive game and this proposal is firmly going into the second direction, which I'm fine with.

Spoiler :
PS: Sorry for being away for the moment. I'm out of town for 3 weeks and it proves difficult to find time when the free time I have is better spent exploring this new city ;)
 
I think CEP added a function to randomize flavors/priorities a bit within a range (the set value would simply center the range).

So you could avoid predictability by making it a little random but maintaining a general feel. We should want certain civs to be good at certain things within the game to take advantage of unique feel or abilities. So there will be some predictable nature there, but it can randomly adjust on certain issues, so England might not go full-tilt on a navy instead of building up their economy or religion a little more in some games but should still prefer and use the naval power advantages it provides.
 
Looks good overall. I do believe the technicalities of how you name the types and how you sort them and how you set them up exactly are secondary. If it leads to a better gameplay, it's the way to go.

However I have one reservation: Does it make the AI leaders too predictable? This may be moot since they already are kinda predictable anyways. But some people like the roleplaying aspect more than having a competitive game and this proposal is firmly going into the second direction, which I'm fine with.

Spoiler :
PS: Sorry for being away for the moment. I'm out of town for 3 weeks and it proves difficult to find time when the free time I have is better spent exploring this new city ;)

Each personality has varying degrees of predictability. Nationalists and Liberals are more predictable and easy going, with the former having a serious revenge streak if you cross them. Hegemony is opportunistic about war, but generally doesn't bother people unless they try to enter their CS sphere of influence. Imperialists, however, are parasites who lie, cheat, and steal their way to power.

I actually thought of something for Imperialist that I just put in - maxed out Neediness. They give you a choice to either give them something they want or risk crossing them. I thought it was a good Machiavellian touch to a personality built on deception and war.

I also maxed out victory and wonder competitiveness, so if someone goes Wonders happy then everyone is going to be more inclined to go to war with them. I call it the Egypt Effect - if a city becomes too wonderful then rivals are going to want to put that feather in their otherwise boring hat.

Their range of priorities, though, have a lot of replay value. If Rome is surrounded by horses and iron, expect a nearby rival to be in deep trouble, but if they start in a jungle with only a few horses, then they'll go science and gold and work their way into military strength.
 
Each personality has varying degrees of predictability. Nationalists and Liberals are more predictable and easy going, with the former having a serious revenge streak if you cross them. Hegemony is opportunistic about war, but generally doesn't bother people unless they try to enter their CS sphere of influence. Imperialists, however, are parasites who lie, cheat, and steal their way to power.

I actually thought of something for Imperialist that I just put in - maxed out Neediness. They give you a choice to either give them something they want or risk crossing them. I thought it was a good Machiavellian touch to a personality built on deception and war.

I also maxed out victory and wonder competitiveness, so if someone goes Wonders happy then everyone is going to be more inclined to go to war with them. I call it the Egypt Effect - if a city becomes too wonderful then rivals are going to want to put that feather in their otherwise boring hat.

Their range of priorities, though, have a lot of replay value. If Rome is surrounded by horses and iron, expect a nearby rival to be in deep trouble, but if they start in a jungle with only a few horses, then they'll go science and gold and work their way into military strength.

If you are building tall then going wonder happy is a strategy for competing with the AI going wide. I seriously do not see how you are going to avoid this becoming completely predictable. Once I learn all of the behaviors of the AI based on these types I can just play them like a fiddle. I make deals with them or found and then give away cities to set them at each others' throats. It would be easy. On top of that, I would stop playing my game to win using the strategy I want to use and simply react to the AI. If I came up against a warmonger I would know that I had no choice but to eliminate them and be done with it.

This would make every game play out basically the same way. The AI is better? I sabotage the AI. Unless the AI learns how to deal with the big picture all you are doing is making the player become an aggressor. You force players to eliminate the competition instead of simply carrying out their own strategy to win. Honestly if I was playing with this setup I would just go domination every time and wipe the floor with the AI so I didn't have to worry about it being so aggressive since I probably won't be able to play my strategy any way. Not sure how you win the game going tall without wonders because if you don't build them eventually the AI will.

As you said though once you build those wonders the rest of the world goes to war with you, every time. There is no way to stop this from being predictable. I can, through practice, figure out how many wonders I can build and not become public enemy number one but this just creates a very narrowly defined strategy. Random personalities could keep you guessing but like I said, if the game is set to be that aggressive you just strike first. Maxing out victory will do the same thing as maxing out wonder competitiveness, it will make the end result of every game exactly the same. You get close to winning and the world turns on you. This is boring. You already know what is going to happen no matter what civilizations are in game. You play to defend against the oncoming war or you just kill them first. Game over.

The only way to make this idea work is if the leaders can look at the big picture and change their behavior. If they can't break out of their mold then the player who can predict the end of the game before they even start their first city is going to know exactly what they have to do to win. War is coming and there is no other possibility unless you can deceive the AI and win suddenly without them seeing it coming. Not going to happen with this set up. Your settings make the game a war game. There is no cultural or diplomatic victory. There is no science victory without a military victory. That doesn't sound like fun to me. This sounds like a game I have played before called Diplomacy, it doesn't sound like Civilization.

Ingolenuru on Steam
 
Tall Wonder spam is boring to me. I decided to make Wonder Competitiveness that high so that people see consequences for basically recreating Egypt. Beautiful, astonishing place that every empire in history wanted as a feather in their hat. There's nothing preventing the player from defending themselves all game from jealous opponents, especially if you had the production to build all those Wonders in the first place. If you denounce the right civs, then their hate for your wonders will be overshadowed by their hate for Rome being arrogant and backstabbing.

There aren't enough tools to make every game totally unpredictable. I'd like there to be more competitiveness settings, like Religious Competitiveness or Happiness Competitiveness, where if another civ is too happy they become more aggressive. The diplo +/- is one thing, but if Hegemony could be obsessed with eliminating other religions and covering the world with their faith then that would make them more crusader-y.

I don't understand how the world turning on you when you've got too much of what they want is a bad thing. That's challenging, not boring to me. If I'm building the spaceship and I have to defend myself from 2 or 3 civs, if not more, then that's more pressure to deal with. Does that mean I have to eliminate them off the map? No. Defensive wars are actually easier than offensive ones. Just load up on a wall of infantry, artillery and form trench lines that they can't cross. Use cavalry to flank them. Classic war tactics.

You don't have to be the aggressor to survive. There are plenty of aggressors to pit against each other. I can make one denouncement against a hated civ and it can lead to war outside my borders while I keep up my peace time economy, assuming my military is strong enough for rivals to respect.

I totally disagree that the game just predictably goes by a script.

1) The starts aren't static. Someone might be right next to a rival and build their military faster, leading to a fast capital loss. In the game I'm playing right now, Spain conquered the Maya in less than 100 turns b/c of the starting proximity and the Maya didn't take advantage.

2) Every civ has a variety of priorities, not just a single victory type. A Nationalist might crank out a bunch of Great Works, focus on science, or their large production base will give them the yields that qualify for the GS Conquest.

3) Sabotaging the AI isn't as easy as you make it sound. Denouncing a Wonder happy civ is easy pickings, but you have to pay attention to world events if you want to divide and conquer. Rome backstabbed Polynesia? Denounce them, usually Polynesia has some friends who would be mad about that.

4) Every civ adjusts to their situation and access city-wise. They can and will sit on 3 cities if they don't have room to expand, go tall, and then colonize if they benefit from it. Polynesia in my game only has three cities, the world's largest population, has built city-state alliances, and has a lot of wonders, while Spain has 12 cities, conquered the Maya, and is building them up. They all have the same Growth and Expansion flavors as each other. If Polynesia had more space, they likely would have built more cities.

5) Things can change very quickly just from even the smallest mistake. I goofed up and declared war on Japan's friend one game and they immediately turned hostile and I went from being chilled out and at peace to being denounced by three civs and isolated.

It's a lot more nuanced than it looks
 
I am not sure how it works out that way. Going by logic it would seem that if all of the civs have victory competitive set to max then anyone who gets close to winning would have every single civ turn against them even if they were allies. Are there factors which can actually override victory competitiveness? I thought that victory competitiveness was the strongest motivation setting in the game. My apologies for my ignorance of how the flavors and motivators are balanced against each other. I thought that the game had hard coded priorities for the flavors and motivators to make sure the AI always attempted to win in some form or fashion. Did you manage to change that?

Ingolenuru on Steam
 
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