Orup The Great
Chieftain
- Joined
- Oct 6, 2006
- Messages
- 67
. . . my conclusion is: a REALLY great group of concepts-most of them top notch-but all of it, for me, spoiled by-you guessed it: a REALLY underwhellming A.I.
I basically skipped through the Civ V era (couldn't stand the game, for reasons too numerous to mention, and my feelings on the game are not at all relevant now). I regarded it as a huge failure when matched up against all the other iterations of Civ (I've played since Civ I. Civ IV was my fave.) What I really loved about Civ IV, amongst other things, was how well it had gathered together an ever-increasingly complex set of systems, like Religion, World Diplomacy, Cultural mechanics, Espionage, etc., and presented them all into an engaging package. And yet, as satisfyingly complex as I found Civ IV, I remember still wanting a game that was able to model even more aspects of the world.
After my high hopes for Civ V were dashed, I was really disillusioned and almost gave up on Civilization entirely. After reading up on Civ VI late last year I decided to give it a try. I did find some oversimplifications and simple "just for the sake of making it a game" additions distracting or just down-right irritating ("Quests" come to mind; another would be the ability to aquire territory through "buying" (so, who are we paying for this territory? God?)), but after playing VI a couple of times, I must admit: I was sold. These stupid systems didn't become any more sensical to me, but rather everything else peculiar to the game was so awesome that my gripes about the SillySystems just didn't matter. Policies: awesome concept. Revamped Tech tree: awesome. Civics tree: double-awesome! Districts: great. Bonuses: very interesting, super-detailed and promising many, many hours of being entangled within them, learning them, so . . . I'll call it: awesome. New Leaders with Agendas: great. Ranged Units: love them. The list goes on. Civ VI shows so much promise that it becomes triply sad to have to acknowledge that the one big comeuppance about this game, by all accounts, is as pervasive as it is unsolvable: completely dumb A.I. in warmaking.
One thing I'll say about EVERY iteration of Civilization up to IV: half of the fun of playing any of those Civ games was building your empire up from nothing. And the other half was the thrill of actually feeling imperiled. I can remember a IV game where I had left the northward reaches of my borders sparsely guarded a few too many turns until one turn a massive invasion of Cossacks poured into exactly the border zone I had ignored. The A.I. had been watching what I was-and was not doing, it had taken note of it, and made me pay for it. I spent the next several turns expelling them from my land and then the next several turns after that repairing all that they had destroyed. All of it, thrilling.
I have yet to feel, in any way, imperiled by the presence of any A.I. opponent. My experiences of this game matches those of many, many other players whose accounts I have read: once you reach Medieval times, if you've achieved superiority over the A.I., you've won; A.I. doesn't attack in any meaningful, tactically competent way.
I feel that the problem lies in the tactical requirements put upon A.I. as a result of 1UPT. There were similar complaints laid at the feet of Civ V, and of course, 1UPT is one of the things that V and VI have in common. And, of course, the one thing that all the other Civ iterations pre-V had in common was multiple units per square. I think that multiple units per is so, so much easier for A.I. to handle that makes it easier for them to imperil the human player, which is key to injecting a sense of thrill and interest into the game.
Many have said that the tactical shortcoming of the game are not going to change because they are basically hard-coded into the game, and are inaccessible to modders. Given this assumption, I gotta say, the whole thing is a little depressing to me. Civ VI is the first time in my more than 20 years of playing this game where I regularly am too bored to finish, by mid-game. I have finished games more often than I have just simply stopped them-but I've had to push myself, more out of a desire to see what would happen, see if things will get better (which they haven't).
This is a pathetic state of affairs to me: there are things that I really, really want to experience (like all the systems I lauded earlier) but they're joined at the hip to a combat system that makes things a complete yawner
. I have tried the RealStrategy mod. Thus far I can't see a huge difference in the way the A.I. plays, nor in the amount of fun I'm having, but I'll still try it more. But, thus far, it's looking like my Civ VI experience is turning out to be a disappointing bummer
(Sigh)
I basically skipped through the Civ V era (couldn't stand the game, for reasons too numerous to mention, and my feelings on the game are not at all relevant now). I regarded it as a huge failure when matched up against all the other iterations of Civ (I've played since Civ I. Civ IV was my fave.) What I really loved about Civ IV, amongst other things, was how well it had gathered together an ever-increasingly complex set of systems, like Religion, World Diplomacy, Cultural mechanics, Espionage, etc., and presented them all into an engaging package. And yet, as satisfyingly complex as I found Civ IV, I remember still wanting a game that was able to model even more aspects of the world.
After my high hopes for Civ V were dashed, I was really disillusioned and almost gave up on Civilization entirely. After reading up on Civ VI late last year I decided to give it a try. I did find some oversimplifications and simple "just for the sake of making it a game" additions distracting or just down-right irritating ("Quests" come to mind; another would be the ability to aquire territory through "buying" (so, who are we paying for this territory? God?)), but after playing VI a couple of times, I must admit: I was sold. These stupid systems didn't become any more sensical to me, but rather everything else peculiar to the game was so awesome that my gripes about the SillySystems just didn't matter. Policies: awesome concept. Revamped Tech tree: awesome. Civics tree: double-awesome! Districts: great. Bonuses: very interesting, super-detailed and promising many, many hours of being entangled within them, learning them, so . . . I'll call it: awesome. New Leaders with Agendas: great. Ranged Units: love them. The list goes on. Civ VI shows so much promise that it becomes triply sad to have to acknowledge that the one big comeuppance about this game, by all accounts, is as pervasive as it is unsolvable: completely dumb A.I. in warmaking.
One thing I'll say about EVERY iteration of Civilization up to IV: half of the fun of playing any of those Civ games was building your empire up from nothing. And the other half was the thrill of actually feeling imperiled. I can remember a IV game where I had left the northward reaches of my borders sparsely guarded a few too many turns until one turn a massive invasion of Cossacks poured into exactly the border zone I had ignored. The A.I. had been watching what I was-and was not doing, it had taken note of it, and made me pay for it. I spent the next several turns expelling them from my land and then the next several turns after that repairing all that they had destroyed. All of it, thrilling.
I have yet to feel, in any way, imperiled by the presence of any A.I. opponent. My experiences of this game matches those of many, many other players whose accounts I have read: once you reach Medieval times, if you've achieved superiority over the A.I., you've won; A.I. doesn't attack in any meaningful, tactically competent way.
I feel that the problem lies in the tactical requirements put upon A.I. as a result of 1UPT. There were similar complaints laid at the feet of Civ V, and of course, 1UPT is one of the things that V and VI have in common. And, of course, the one thing that all the other Civ iterations pre-V had in common was multiple units per square. I think that multiple units per is so, so much easier for A.I. to handle that makes it easier for them to imperil the human player, which is key to injecting a sense of thrill and interest into the game.
Many have said that the tactical shortcoming of the game are not going to change because they are basically hard-coded into the game, and are inaccessible to modders. Given this assumption, I gotta say, the whole thing is a little depressing to me. Civ VI is the first time in my more than 20 years of playing this game where I regularly am too bored to finish, by mid-game. I have finished games more often than I have just simply stopped them-but I've had to push myself, more out of a desire to see what would happen, see if things will get better (which they haven't).
This is a pathetic state of affairs to me: there are things that I really, really want to experience (like all the systems I lauded earlier) but they're joined at the hip to a combat system that makes things a complete yawner


Last edited: