tu_79
Deity
Eee... who cares? I do not how you like to spend you time but it is a strange idea. But players like me want an entertaining challenge throughout the game, which abruptly ends when you are first with everything and subjugated half the map, and it would be only another fifty turns to grind through next AI which throws newly trained tercios at sixth level fusilliers and gatling guns. And doing that will only yield lots of science, granting me atomic era before most of them entered modern and enough gold to upgrade everything.
I tend to lose interest in any game when it is already decided, not engaging, not challenging, and is just securing top spot. I do not take deity to do that.
That are good things to hear. And it is an excellent idea. But how possible it is to code such a complex conditioning to AI?
Also great job on AI trickery with city-states when declaring war, flipping them the same turn. It happened to me several times with multiple city states captured. This is a mindset that AI that wish to compete with player should have.
Tradition have many more problems than happiness, specifically against warmongers and productive wide AIs. Specifically it has 1. production starved capital and cities which needs to work bonus buildings from policies, then guilds early (scientists are also hurt by that) and good food tiles to obtain all specialists as quickly as possible and grow fast and all that little production is going for wonders, many times you struggle with even normal buildings, building units in capital or core guilds cities is impossible if you want to develop and grab wonders 2. it is gold starved so it really can not buy units or invest in buildings as it is needed to secure wonders by investing in them 3. low supply cap to defend itself coupled with low production and low equates bad news when whole war declares on you because you going influential with everyone and have half of wonders, also it means no trade and no technology sells during late game which tends to be my only substantial gold source while tall 4. lack of strategic resources
In fact I find tradition tall games as of current versions more challenging than wide progress or warmongering.
The problem is Authority is insanely good because it is letting you have the same development as progress and tradition with insanely good scaling production (which is better than anything progress have) which applies to all cities and free settler on top of that. It can edge or at least keep up with tradition and progress in science and culture by constantly killing units and taking cities. Moreover all standard benefits as capturing wonders and devloped capitals apply also. In my last game I had not built any units beside a few. You have many quickly developing cities, you have developed conquered cities, they can do well without investing and you have gold to buy all your units.
Authority is king. It is not risky, it gives you everything it should deprave you of (weak development and science, culture as honor in vanilla). It dhould give you just good army.
Also Progress is strange first policy tree as it shines mostly middle-late game, especially in conjunction with industry.
Progress shines in late game warmongering. It is just much worse Authority early, at the time game is many times decided.
Much love to you all.
You have detailed every single issue tradition style must face. Fine. But for me, it's just that happiness limits how many cities you can keep happy from your city. The rest of the tradition problems derive from this fact.
You may not want to continue the game until the end, and that's fine, but be aware that Authority is especially good at the early game, even without fighting, but if you fail to capitalize on the advantage, your late game will not succeed. Also remember that you are playing epic pace, while policies are balanced around standard pace.
It's like complaining about the fact that the Aztecs completely dominate the early game, while Austria is crap. If you keep playing Austria until industrial age and manage to survive, you will win more often with Austria than the Aztecs. That's the thing with late bloomers, they are better suited to win if left alone, so playing an early bloomer you must be sure that you hindered those as much as possible. It comes to no surprise that many games are lost because a runaway civ out of reach. You dominate your early game, your continent, make everyone nearby a vassal, and then some civ in another continent suddenly skyrockets its techs, you try to stop it but can't send enough units in time since they are well protected in the other side of the world.
I agree with you that it should be fun, and it looks like you stop having fun mid game. You think you have won, and it might not be truth (you win when the victory message appears, not before then). But it doesn't matter if you still can lose, what matters is that there's a period where you are feeling overconfident and you get bored. What this says to me is that you need to raise handicap B value.