Eddie Verdde
Chieftain
- Joined
- Jan 10, 2020
- Messages
- 81
It's funny that someone brought this up because over the last few days I've been trying some mods that aim to improve the AI (AI, AI+ and Real Strategy) and I've been asking myself the exact same question:
"Why does Civ6 feel so much easier than Civ games?"
I think the answer is simple: the game became so complex, with so many different interacting systems, that it also became harder to program AI behaviour.
Units are divided in melee, ranged and siege; there are health bars, promotions and flanking bonuses. Moreover, there's a limit of one unit per tile. When going to war, the player has to consider how strong the opponent is, which type of units he has, the resources available and the type of terrain where the battles will be fought. The player has to figure out which units to build, which units to send ahead, how to place them, when to retreat them, which promotion is more convenient and if it's better to retreat a damaged unit or pillage a farm and gain health.
When settling cities, the player has to consider what to expect from the new cities: gain access to a strategic or luxury resource? Build a district with strong adjacency bonuses? Use the city to produce military units and settlers while you build an wonder in the capital? Or just build a city to create a buffer zone between your capital and an expansionist neighbour? And then, with the loyalty system, the player has to consider the distance to its capital and the proximity of a neighbour in order to assess the probabilty of rebellion: will he be able to increase the loyalty by assigning a governor, buying a monument or unlocking the policy that increases the loyalty with a garrisoned unit?
When constructing districts, the player has to consider all the possible adjacency bonus (present and future) in order to find a good spot for the district.
Moreover, every now and then the player has to assess its progress when compared to the opponents and maybe shift the strategy. Should he focus on religion or culture? Is he lagging behind in technology? Should he maintain peace with a neighbour or go for war?
AND all of this has to be made in a coherent and efficient manner, considering the agendas of each leader and its specific abilities, buildings, improvements and unique units.
So, it goes without saying that the human player will be consistently better than any AI. Still, I think it's possible to create a challenging AI without too many bonuses or "cheats". But in order to get that, the devs of the game would have to put a lot of effort into it. And they won't be doing that as long as the mainstream gamer stays happy with just more civs and more leaders to choose from, as well as more unique units, eye-catchy graphics and modes that incorporate vampires and zombies into a Sid Meier's civilization game.
For instance, I quite enjoy the Barbarian Clans Mode and I think it was a nice ad-on, but the AI doesn't seem to be able to take advantage of it as I do. I will hire Barbarian Horsemen from a clan and use them to roam througout the continent, raiding other clans and then using the money from the raids to hire even more Horsemen until I have a strong army almost exclusively made up from Barbarian mercenaries. The AI never does that. Therefore, although the mode is nice, the AI was not programmed to deal efficiently with the Barbarian clans, which suggests that a challenging AI is not a big concern for the devs.
"Why does Civ6 feel so much easier than Civ games?"
I think the answer is simple: the game became so complex, with so many different interacting systems, that it also became harder to program AI behaviour.
Units are divided in melee, ranged and siege; there are health bars, promotions and flanking bonuses. Moreover, there's a limit of one unit per tile. When going to war, the player has to consider how strong the opponent is, which type of units he has, the resources available and the type of terrain where the battles will be fought. The player has to figure out which units to build, which units to send ahead, how to place them, when to retreat them, which promotion is more convenient and if it's better to retreat a damaged unit or pillage a farm and gain health.
When settling cities, the player has to consider what to expect from the new cities: gain access to a strategic or luxury resource? Build a district with strong adjacency bonuses? Use the city to produce military units and settlers while you build an wonder in the capital? Or just build a city to create a buffer zone between your capital and an expansionist neighbour? And then, with the loyalty system, the player has to consider the distance to its capital and the proximity of a neighbour in order to assess the probabilty of rebellion: will he be able to increase the loyalty by assigning a governor, buying a monument or unlocking the policy that increases the loyalty with a garrisoned unit?
When constructing districts, the player has to consider all the possible adjacency bonus (present and future) in order to find a good spot for the district.
Moreover, every now and then the player has to assess its progress when compared to the opponents and maybe shift the strategy. Should he focus on religion or culture? Is he lagging behind in technology? Should he maintain peace with a neighbour or go for war?
AND all of this has to be made in a coherent and efficient manner, considering the agendas of each leader and its specific abilities, buildings, improvements and unique units.
So, it goes without saying that the human player will be consistently better than any AI. Still, I think it's possible to create a challenging AI without too many bonuses or "cheats". But in order to get that, the devs of the game would have to put a lot of effort into it. And they won't be doing that as long as the mainstream gamer stays happy with just more civs and more leaders to choose from, as well as more unique units, eye-catchy graphics and modes that incorporate vampires and zombies into a Sid Meier's civilization game.
For instance, I quite enjoy the Barbarian Clans Mode and I think it was a nice ad-on, but the AI doesn't seem to be able to take advantage of it as I do. I will hire Barbarian Horsemen from a clan and use them to roam througout the continent, raiding other clans and then using the money from the raids to hire even more Horsemen until I have a strong army almost exclusively made up from Barbarian mercenaries. The AI never does that. Therefore, although the mode is nice, the AI was not programmed to deal efficiently with the Barbarian clans, which suggests that a challenging AI is not a big concern for the devs.
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