What CIV could learn from SETTLERS OF CATAN and VICTORY POINTS

I think it would be interesting if the AI could keep up with this suggestion and all types of victory points were equally their goal. Now adays it seems like the AI is very personality and civ based. Shaka goes for domination whether he's isolated or not or on a sea based map or not. I haven't noticed so far if they are aware of their surroundings or just playing as a personality.

It would be interesting though if the AI was more adaptive to the different types of victory points. Like if a warrior civ that ignored religion conquered the holy site a of a really wide spread religion and decided: "Hey If I can get the rest of the city states in my religion and 5 of my own cities I get 5 VPs I'm going to spam faith and get great prophets." Or If a scientific civ gets to astronomy first and though it never built much of an army found another continent with a single low tech civ on it would invade it for some kind of other victory point condition.

It seems like the hardest part of this suggestion would be programming an adaptive ai aware of all the VPs but one that's not to hard that wipes you out too quickly. Either the AI quickly adapts from one VP to another with lazer accuracy or it kind of vaguely builds up while the Human gains easy VP after easy VP. That would be difficult to make work.
 
Long time player, first time poster.

I'm not totally in agreement with the OP, but I sure would like to see the scoring system overhauled, to the point where I'm willing to learn how to mod to come up with my own system.

I'm more of a sandbox player, and while I like the concept of "playing to win", I find the victory conditions to be awfully limiting and unsatisfying. I like the idea of taking a civ and building it into the most powerful, advanced and BALANCED civ in the game, not the one that happens to amass the most tourism, or science, or whatever. But rather, the all-around best, with a score to prove it. I think it's just strange to win a culture victory, but squeak by with underpowered military and only 4 cities, and a final "score" that's near the bottom.

So to me, the scoring system is way too simplistic. It doesn't take into account how much culture I'm generating, the power of my military (not just in terms of numbers, but in terms of how many wars I've won, cities I've captured, etc), how many civilizations or city-states I've allied with, how well-fed my population is, etc. Further, it's just weird in some areas - wonders score too many points, you're hosed if you don't found a religion, and so on.

Kind of what I have in mind is taking many of the things that InfoAddict tracks, and applying numbers to that, with appropriate balancing factors for difficulty levels, map size, etc. And maybe adding things like the above-mentioned "wars won" just to pick one example.

Does anyone know how big a task this would be? Is it even possible?
 
I love playing sandbox-style. With BNW I've been winning tons of culture victories against AI; not because I'm aiming for it, but because it just happens. I've only started tracking my tourism because I want to stall winning! It just takes the fun out of playing when it just ends (I almost always click "one last turn").
 
I love playing sandbox-style. With BNW I've been winning tons of culture victories against AI; not because I'm aiming for it, but because it just happens. I've only started tracking my tourism because I want to stall winning! It just takes the fun out of playing when it just ends (I almost always click "one last turn").

You can solve this by moving up a difficulty but it doesn't sound like that's going to be something you want to do.
 
moving up the difficulty means you have to stop sandboxing/roleplaying. playing with only one set of optimal moves and AI exploits gets boring fast.
 
While I will say that moving up limits sandboxing, it's really a gross over exaggeration to say that higher difficulties limits you to only one optimal move.

I wasn't expecting Sturm to want to move up, as noted in my first post, and that's fine. That doesn't change the fact that you really have to be at at least Emperor difficulty for the AI to start generating enough culture to make it unlikely to win by tourism by accident.
 
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