PoliticalPro
Chieftain
- Joined
- Jun 24, 2011
- Messages
- 18
Hi, I've been playing Civ since ever, and I love this game to the point it influenced my college degree of choice (International Affaires)
. I'm creating this thread to do some constructive criticism on the latest instalment of the game.
A lot has been discussed about how Diplomatic AI and how it feels it's a squizo. It is a matter of perception. On the first Civs AIs diplomacy was based on a numerical calculation and dice rolls, even in Civ4 where additional variables were added but the principle remained the same. In Civ5 the intention of the devs was to give the AI an Agenda of it's own. Although this intent (both the programmer's & the programmed AI's one) was pretty clear to me, the average player had to deal with what he perceived as an "obscure" AI which caused a lot of complaints. On the other hand there were true glitches or exploits such as the resource trade/DoW one. The latter is the easiest one to fix, but the perception problem forces to rework the whole diplomacy interface, because the current one makes it really hard to interact with an AI with an Agenda of it's own. This leads to the second problem : Failure to execute. The AI cannot currently execute it's own agenda effectively. 1upt and 2MP requires a much more complex AI than the stacks of death one and this issue has been perceived by the players since day one. This problem has two different "legs", the first one is the lack of a complex AI as I have stated before, the second problem is the lack of maneuvering capability for 2 reasons. First, maps are too small and secondly the choice of the hexagon which limits your maneuvering capability even further. This leads directly to frontal confrontations every time which is boring as hell.
Another issue related to the "failure to execute" problem is that the AI also fails to execute non militaristic actions such as expanding or controlling the world's resources and choosing policies. The way they were coded was not optimal.
And finally, the 3rd problem I encountered was the Policy system. IT has no check&balance. Once the policy was adopted, it stays there forever. In addition with no slides for science luxuries and taxes, it turns out as a shallow game mechanic. The perfect solution for this problem, would be a similar system like Civ2 forms of goverment , every goverment with it's pros and cons. It's equally simplistic but not as shallow.
I have to say that the intentions of the developers were clear from the start of the game. It's a game designed not as an improvement of Civ4 (which is really hard to improve because it's the best game of the saga) but as an entirely new game that should create an entirely new saga. It has great pros like upt but as any first instalment, it has deficiencies that will be fixed in expansions, and most probably in Civ6.
Thx for reading my wall of text, and pardon my not so perfect english


A lot has been discussed about how Diplomatic AI and how it feels it's a squizo. It is a matter of perception. On the first Civs AIs diplomacy was based on a numerical calculation and dice rolls, even in Civ4 where additional variables were added but the principle remained the same. In Civ5 the intention of the devs was to give the AI an Agenda of it's own. Although this intent (both the programmer's & the programmed AI's one) was pretty clear to me, the average player had to deal with what he perceived as an "obscure" AI which caused a lot of complaints. On the other hand there were true glitches or exploits such as the resource trade/DoW one. The latter is the easiest one to fix, but the perception problem forces to rework the whole diplomacy interface, because the current one makes it really hard to interact with an AI with an Agenda of it's own. This leads to the second problem : Failure to execute. The AI cannot currently execute it's own agenda effectively. 1upt and 2MP requires a much more complex AI than the stacks of death one and this issue has been perceived by the players since day one. This problem has two different "legs", the first one is the lack of a complex AI as I have stated before, the second problem is the lack of maneuvering capability for 2 reasons. First, maps are too small and secondly the choice of the hexagon which limits your maneuvering capability even further. This leads directly to frontal confrontations every time which is boring as hell.
Another issue related to the "failure to execute" problem is that the AI also fails to execute non militaristic actions such as expanding or controlling the world's resources and choosing policies. The way they were coded was not optimal.
And finally, the 3rd problem I encountered was the Policy system. IT has no check&balance. Once the policy was adopted, it stays there forever. In addition with no slides for science luxuries and taxes, it turns out as a shallow game mechanic. The perfect solution for this problem, would be a similar system like Civ2 forms of goverment , every goverment with it's pros and cons. It's equally simplistic but not as shallow.
I have to say that the intentions of the developers were clear from the start of the game. It's a game designed not as an improvement of Civ4 (which is really hard to improve because it's the best game of the saga) but as an entirely new game that should create an entirely new saga. It has great pros like upt but as any first instalment, it has deficiencies that will be fixed in expansions, and most probably in Civ6.
Thx for reading my wall of text, and pardon my not so perfect english

