kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,729
I like your post here. I too think the best part is the AI being somewhere between the two extremes that's playing (only) to win and not at all playing to win.for the same reason I don't play competitive MP, I don't find that fun.
For me civ is more about playing into an alternative history than aiming to reach one of the victory condition ASAP.
But I do want some challenge too, else the story would be boring.
It's a kind of balance, and between pure RP and pure competition there are as much nuances as there are players.
One example is that in Civ6 (and probably all games before that), if AI played only to win, on Diety difficulty, it would easily achieve this by just spamming warriors and rushing the player. Between the AIs production bonuses, extra starting settlers and extra starting warriers, the human player would never be able to survive if the AI just flat-out declared war immediately. Obviously that would be the sane thing for the AI to do in an extreme "play to win" setup, because AI by default starts much stronger than the human player, but that would not be fun. I have suffered a couple of Gilgamesh Warcart rushes (before I realized I could always DoF him on turn one, thank you crappy agenda system), and it was not fun.
On the other hand, again an example from Civ6, the AIs completely inaptness when it comes to doing a space victory is quite infuriating. I remember someone did some testing of it and showed how the AI completely stalled after the first couple of space projects. Obviously that is not fun either. If the AI gets a clear science lead, obviously it should be able to finish a science victory.
So for me, the crucial point is that the AI should feel and look like it's acting rationally in the way that a real-life empire would be expected to act. It should not make extreme decisions just "to win", but it should not avoid winning either, if it finds itself in a situation where it has the upper hand.