[REQUEST] Difficulty changes according to player performance

Elhoim

Iron Tower Studio Dev
Joined
Nov 3, 2004
Messages
2,896
Location
San Isidro, Argentina.
Is it possible to change midgame the bonuses the AI gets according to player performance? The idea is: I start a game in Monarch, but the AI is leaving me far behind, and I´m last in score with a big difference between the AI above me. So it would be nice that the game changes to prince difficulty level, so I can catch up with the AI. And if I start doing very well, like going first with lots of points of difference, the difficulty is turned up.

I bring this point because I am in a level between prince and monarch. In prince I have a challenge at the beggining but wip the AI at the end, and in monarch I am left behind by the AI in the beggining and have a nice challenge at the end...

It would work something like this: if the player is 20% in score behind the last AI, the difficulty goes down (in oher words: the bonuses the AI gets lower). If I have 20% more score than the first AI, the difficuly goes up. The percentages are figurative.

Unfortunaly, I don´t know how to do this, or if it can be done. Please, is someone knows a way to this, it would be very nice. With this I think games can be more challenging and fun. Thanks!
 
Yes it would be possible - though it's the sort of thing I find extremely frustrating as a player in some games.

It would probably be alot easier to just create a difficulty level between Prince and Monarch though.
 
Personally I find frustating beating the AI very bad or being beaten by it... I´ll propably make an intermediate level, but I find this way to be better as I would always have a nice challenge, as you can´t always be too careful. Civ is very determinisc, because if you have an advantage, it is very difficult to lose it, and it works the other way around also.

Thanks for your input!
 
The best way is to have a system builtin where the loser can always catch up. For example, tech is king in these types of games. Some people have put in systems where the cost of a tech is lowered by 10% for each civ that already has discovered it. That gives players less of an incentive to have their sliders set to 100 or 90% research because they are basically paying a huge surcharge just to get the tech a little before other players will. Another way is to drastically increase maintanence costs. That will punish the larger civs that would otherwise pull ahead of the smaller ones.

Roger Bacon
 
The best way is to have a system builtin where the loser can always catch up. For example, tech is king in these types of games. Some people have put in systems where the cost of a tech is lowered by 10% for each civ that already has discovered it. That gives players less of an incentive to have their sliders set to 100 or 90% research because they are basically paying a huge surcharge just to get the tech a little before other players will.

This is nice...
 
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