acluewithout
Deity
- Joined
- Dec 1, 2017
- Messages
- 3,496
There's a lot of chat about how poor the AI is. I'm guessing FXS are working on the AI, but who knows? But it's unlikely to get fixed any time soon - whatever "fixed" means. So, let's not talk about the AI here.
Instead. My question for the CivFanatics Brains Trust is, if FXS are reading these forums, is there anything you'd like to suggest they do which would improve the challenge of the game for higher difficulties but that doesn't involve improving the AI?
In particular, are there any easy fixes here - even if they're just partial fixes. Are there any small things, which would dramatically help the AI as it is currently implemented?
A general point. I get that players don't generally like crushing set backs, and so FXS tends to avoid "rise and fall" and instead focus more on "rise and rise". And, you know, that's okay. But I think FXS do have a bit more leeway to make the player's life hard on higher difficulties, particularly Immortal and Deity. Players at that level are expecting life to be pretty tough, so FXS don't need to sugar coat things as much.
Additionally, I think FXS could have some mechanics that only kick in at Immortal and Deity levels that might serve to make those levels more challenging and rewarding for experience players (e.g. around loyalty and golden ages), without alienating casual players.
Top of my list:
Instead. My question for the CivFanatics Brains Trust is, if FXS are reading these forums, is there anything you'd like to suggest they do which would improve the challenge of the game for higher difficulties but that doesn't involve improving the AI?
In particular, are there any easy fixes here - even if they're just partial fixes. Are there any small things, which would dramatically help the AI as it is currently implemented?
A general point. I get that players don't generally like crushing set backs, and so FXS tends to avoid "rise and fall" and instead focus more on "rise and rise". And, you know, that's okay. But I think FXS do have a bit more leeway to make the player's life hard on higher difficulties, particularly Immortal and Deity. Players at that level are expecting life to be pretty tough, so FXS don't need to sugar coat things as much.
Additionally, I think FXS could have some mechanics that only kick in at Immortal and Deity levels that might serve to make those levels more challenging and rewarding for experience players (e.g. around loyalty and golden ages), without alienating casual players.
Top of my list:
- Serious nerf Battering Rams, if not totally remove them, and make Knight rushing way, way harder. The AI can't use Battering Rams, and they are way too powerful in the player's hands.
- Make Chariots require Horses, or Knights require Horses and Iron. FXS, let's say it together one more time - Knights are too easy to get.
- Give the AI loyalty bonuses at higher difficulties (Immortal, Deity) so the AI can forward settle more effectively. Ideally, these should be on a sliding scale, so they hurt the Human Player more when they are in a Dark Age or the AI is in a Golden Age giving the player more tactical room to move.
- At higher difficulties, make the Normal Age / Golden Age thresholds higher for the Human Player, and make Dark Ages more painful - e.g. reduced Science and Culture.
- At higher difficulties, remove some of the early Governor Titles, so it's a little harder for the Human Player to get their empire up and running.
- At higher levels, give each of the AI an additional mechanical ability (I think this would have to be made clear to the player). These might include getting free units is certain circumstances, or additional movement or production in some situations, or terrain boosts, or free resources or higher rates of growth. These could perhaps also be tied to agendas.
- Okay, so this might be sailing close to the "improving the AI" wind, but could the AI get some default Policy Cards to slot? Would that help it? (Maybe the AI already has some default policy cards - don't they always go for housing and amenities??)
- Stagger the AI's science, production etc. bonuses. This has been discussed before I know, but it's still a good idea. At higher difficulties, stop front loading all the AI's bonuses, and instead have them ratchet up over time.