ggalindo001
Warlord
- Joined
- Jan 4, 2002
- Messages
- 267
Was very disappointed in the devstream when Carl as Hungary declared war on Poland, and despite the normal denunciations and "anger" -- nobody declared war to help Poland, no vote in the World Congress, no "emergency" (ala R&F), no real diplomatic penalty at all.
I personally think the one element that the Civ 6 series that would help the mid game and beyond is more military conflict. And so far in the devstreams, I am not seeing any of this at all.
I know there is a view of not making the game so "difficult" as to ruin the positive game experience, but it is really coming at the expense of immersion and challenge in the mid game and after, esp. at the higher difficulties.
One possible solution, that is already being looked at for the natural disaster "randomness" is a slider that also tones up the military aggressiveness of AI against the HUMAN player(s) (and only HUMAN players, not against other AI -- where the military aggressiveness would be as currently coded) What I am thinking about would revolve around the following:
A -- some base assumptions by difficulty level (Prince = normal "military tone", to Diety where being denounced would likely lead to miltary conflict if advantageous by the AI to the Human Player.
B -- A slider that allows for the base assumption to be enhanced or decreased. And across 2 different possible dimensions (one that impacts all AI opponents, and one that only allows for enhanced/decreased against aggressive/passive AIs. For example, if enhanced against aggressive, it would increase Mongols, etc. but not all AIs (ie, Ghandi wouldn't be enhanced).
C -- A slider that allows for enhancing or decreasing the length of military conflict.
I wonder if the setting they are looking at for the civs around City State aggressiveness can also be leveraged here as well.
I personally think the one element that the Civ 6 series that would help the mid game and beyond is more military conflict. And so far in the devstreams, I am not seeing any of this at all.
I know there is a view of not making the game so "difficult" as to ruin the positive game experience, but it is really coming at the expense of immersion and challenge in the mid game and after, esp. at the higher difficulties.
One possible solution, that is already being looked at for the natural disaster "randomness" is a slider that also tones up the military aggressiveness of AI against the HUMAN player(s) (and only HUMAN players, not against other AI -- where the military aggressiveness would be as currently coded) What I am thinking about would revolve around the following:
A -- some base assumptions by difficulty level (Prince = normal "military tone", to Diety where being denounced would likely lead to miltary conflict if advantageous by the AI to the Human Player.
B -- A slider that allows for the base assumption to be enhanced or decreased. And across 2 different possible dimensions (one that impacts all AI opponents, and one that only allows for enhanced/decreased against aggressive/passive AIs. For example, if enhanced against aggressive, it would increase Mongols, etc. but not all AIs (ie, Ghandi wouldn't be enhanced).
C -- A slider that allows for enhancing or decreasing the length of military conflict.
I wonder if the setting they are looking at for the civs around City State aggressiveness can also be leveraged here as well.