Furycrab
King
- Joined
- May 26, 2011
- Messages
- 914
I see nothing wrong with that. You're not playing against Players, you're playing against characters, so it makes a lot of sense that they all have their characteristics that can be abused. I don't want Singleplayer to emulate Multiplayer, because if it tries to be that, then it will never be anything than the worse version of Multiplayer.
The great thing about Singleplayer-Diplomacy IS that you have opponents that are not "smart", that are not RATIONAL, but can instead be manipulated like you'd expect from exaggerated characters. That's one of the greatest feeling a 4x can deliver - when the whole world burns, not because of your blade, but because of your very word.
Now, obviously things like trading all your resources away to AIs that are more than willing to take them is silly, but that's something that can be fixed. I still think the current system - while it's a lot of fun - does not do a good job at replacing actual diplomacy. Both, the dealmaking/manipulating part of the old diplomacy, and the new system could perfectly go hand in hand and benefit each other.
See my problem with that is it makes strategy feel like it went out the window, and to actually find difficulty they have to give the AI more ridiculous bonuses, which in turn leads to your strategy involving ways to harness that even more.
If you have a super aggressive neighbor, but you can divert him for less than the cost of a single unit... How good does he have to be when he actually decides to attack you?
I'd like for my strategy to be about what I do, I see a possibly aggressive and close AI, I change my tech order and build order to have something a bit more defensive, or I go offensive and I focus on expanding with his territory... I hate that the strategy becomes: Look at my diplo screen, and try and figure out a way to get him to go to war in the other direction or lose horribly regardless of what you build.
I do agree it doesn't replace some aspects, like plotting to double team someone, but I honestly don't miss a lot of the things they removed. It always messed with the pacing of the game. Most of it the AI just accepted based on simple math and not for it's own self interest... Which meant for the AI to be difficult to beat they had to give it bigger bonuses assuming you could snowball off what it was giving you.
I don't think the new systems are perfect, for example I think it's stupid that you can make a deal for say Free workers, which is amazing... but then you can cancel the deal immediately after you've pumped out enough workers before the player who gave you the deal can get any reasonable amount of diplo capital... which means they have to sorta program the AI to get angry about it... or for the AI to refuse giving you the deal too early? The whole thing is wonky.
However I like the direction the diplomacy is going a whole lot more. I just wish we weren't the guinea pigs and this didn't feel like them using BE to test out mechanics for a future CiVI ish game and basically not caring what state the expansions for BE launch, as long as they can meet deadlines.