Civilisation III Complete, Standard games, no modifications or patches.
I had two of my 'odd suspicions' confirmed today regarding the Programmed Irritation of AI gameplay, both of which prove that neither luck nor Unit strength are factors when deciding who wins or loses a battle in certain situations.
1st Irritation:
I was at war with an AI civilisation. I was slowly and deliberately moving a stack of Catapults, Horsemen, Hoplites, Ancient Cavalry through the enemy territory which, due to previous battles, I had completely surrounded with territory. So imagine a small pocket of 3 cities, closely bunched. I had requested 3 other AI Civilisations to join the war for many and varied reasons.
No problem, the first two cities fall and my stack is at the gates of the last of the 3 cities inside my zone of control. By this point a grand total of 3 Horsemen had arrived from one of the Civilisations I had invited to war on my side. Ideal, I thought, maybe they can take out a Spearman or two for me and all I'll need to do is an mop up. Alas, the AI doesn't like that.
The three Horsemen each take out one Spearman as clean as a whistle and capture the city (which was the Capitol by that point). Well now, how Irritating is that?
As an isolated game incident it is quite funny, but, alas, in the next map the proof of the true nature of the 'irritation Programming' are laid bare like a paperback novel that falls open on the most recently read page.
2nd Irritation:
In a different game, played the same day, I advance a stack of Swordsman, Ancient Cavalry, Horsemen on a similarly defunct AI Civilisation's Capitol city. A total of 5 units of which Horsemen counted for just 1. If I don't get them all because the AI's just spammed Spearmen then, fine, I'll finish them off the next turn. Least that's what would make sense if it wasn't for Programmed Irritation.
My VASTLY superior Units to those exampled in the 1st Irritation not only failed to take the city but also suffered such a heavy battering that all I was left with for the next turn was one Ancient Cavalry with 4 Hit Points remaining. The AI's Elite Spearman, who had been the last defender standing with one Hit Point remaining was, of course, now fully rebooted to 5 Hit Points. Amazing.
That 4 Hit Point Ancient Cavalry did indeed take the city the next turn, but then I guess the Programmed Irritation had had its fun by then.
The Gameplay Problem:
This is where Civilisation fails as a rational game for people who like logic problems and number based certainties with added luck-based variations and instead becomes a game of simply managing a computer programme. It's still a game, but not necessarily the one you might have hoped you were playing.
The above Programmed Irritations are not isolated incidences and have occurred in enough games for me to notice these two examples are definite Programme devices designed to Irritate.
And this is the biggest rub of the Civilisation series. In a Macro (big picture) sense, the computer AI is programmed to be a complete idiot who's only tactic/strategy is to march a huge stack of Units around in circles until they bump into a city. In a Micro (little irritations) sense, however, it's programmed to be an utter genius, blocking off road routes, impossible Unit wins, calculating the exact number of squares required to beat you to a resource by one turn, trying to build cities at the early stage to block your civilisations growth, the list really is quite endless.
In my current game I am using a Horseman Unit to follow a stack of 20 Units which are crossing the globe, through 3 different AI civilisations, completely non-backed-up, towards my Civilisation. My Diplomacy with this Civilisation is good, we are currently not at war and I even invited them to attack another civilisation which was being dogpiled at the time. But, no, that's not nearly as Irritating as watching 20 Swordsmen march slowly and deliberately halfway across the globe with but one intention in mind... Programmed Irritation.
I think the people at Civilisation HQ have done some academic studies which have found that Irritation is a better game addictor than logic and that minor Programming on this level is more cost effective and gamer friendly than going to the effort of having a more solidly programmed game that wont stick in people's mind so much?
Do you like Programmed Irritation or, like me, do you find it the biggest turn off in Civilisation games?
?
I had two of my 'odd suspicions' confirmed today regarding the Programmed Irritation of AI gameplay, both of which prove that neither luck nor Unit strength are factors when deciding who wins or loses a battle in certain situations.
1st Irritation:
I was at war with an AI civilisation. I was slowly and deliberately moving a stack of Catapults, Horsemen, Hoplites, Ancient Cavalry through the enemy territory which, due to previous battles, I had completely surrounded with territory. So imagine a small pocket of 3 cities, closely bunched. I had requested 3 other AI Civilisations to join the war for many and varied reasons.
No problem, the first two cities fall and my stack is at the gates of the last of the 3 cities inside my zone of control. By this point a grand total of 3 Horsemen had arrived from one of the Civilisations I had invited to war on my side. Ideal, I thought, maybe they can take out a Spearman or two for me and all I'll need to do is an mop up. Alas, the AI doesn't like that.
The three Horsemen each take out one Spearman as clean as a whistle and capture the city (which was the Capitol by that point). Well now, how Irritating is that?
As an isolated game incident it is quite funny, but, alas, in the next map the proof of the true nature of the 'irritation Programming' are laid bare like a paperback novel that falls open on the most recently read page.
2nd Irritation:
In a different game, played the same day, I advance a stack of Swordsman, Ancient Cavalry, Horsemen on a similarly defunct AI Civilisation's Capitol city. A total of 5 units of which Horsemen counted for just 1. If I don't get them all because the AI's just spammed Spearmen then, fine, I'll finish them off the next turn. Least that's what would make sense if it wasn't for Programmed Irritation.
My VASTLY superior Units to those exampled in the 1st Irritation not only failed to take the city but also suffered such a heavy battering that all I was left with for the next turn was one Ancient Cavalry with 4 Hit Points remaining. The AI's Elite Spearman, who had been the last defender standing with one Hit Point remaining was, of course, now fully rebooted to 5 Hit Points. Amazing.
That 4 Hit Point Ancient Cavalry did indeed take the city the next turn, but then I guess the Programmed Irritation had had its fun by then.
The Gameplay Problem:
This is where Civilisation fails as a rational game for people who like logic problems and number based certainties with added luck-based variations and instead becomes a game of simply managing a computer programme. It's still a game, but not necessarily the one you might have hoped you were playing.
The above Programmed Irritations are not isolated incidences and have occurred in enough games for me to notice these two examples are definite Programme devices designed to Irritate.
And this is the biggest rub of the Civilisation series. In a Macro (big picture) sense, the computer AI is programmed to be a complete idiot who's only tactic/strategy is to march a huge stack of Units around in circles until they bump into a city. In a Micro (little irritations) sense, however, it's programmed to be an utter genius, blocking off road routes, impossible Unit wins, calculating the exact number of squares required to beat you to a resource by one turn, trying to build cities at the early stage to block your civilisations growth, the list really is quite endless.
In my current game I am using a Horseman Unit to follow a stack of 20 Units which are crossing the globe, through 3 different AI civilisations, completely non-backed-up, towards my Civilisation. My Diplomacy with this Civilisation is good, we are currently not at war and I even invited them to attack another civilisation which was being dogpiled at the time. But, no, that's not nearly as Irritating as watching 20 Swordsmen march slowly and deliberately halfway across the globe with but one intention in mind... Programmed Irritation.
I think the people at Civilisation HQ have done some academic studies which have found that Irritation is a better game addictor than logic and that minor Programming on this level is more cost effective and gamer friendly than going to the effort of having a more solidly programmed game that wont stick in people's mind so much?
Do you like Programmed Irritation or, like me, do you find it the biggest turn off in Civilisation games?
?