Will Civ ever conquer its late-game malaise?

Think of this way: would England or France suddenly declare on the US because we are close to a culture victory? No, they wouldn't, because we are allies. It should the same way in the game. Your allies and even friends should not declare war on you if you are close to winning.
 
Yea the problem with this mechanic of everyone declare war on you if you're winning is that it would require the same thing against other AI to make sense, and it could create scenarios where no one is winning because every time someone gets close, all other players immediately declare war on them and send all available units to destroy them. This would be total chaos in every game.
 
If I am remembering correctly, civ2 had infinite movement on railroads and the enemy could use them too. This made it ridiculously easy for units to zip across the map and capture multiple cities in just a couple turns.

Yeah, you could take over an entire civ in just a few turns using like one or two tanks.
 
Yea the problem with this mechanic of everyone declare war on you if you're winning is that it would require the same thing against other AI to make sense, and it could create scenarios where no one is winning because every time someone gets close, all other players immediately declare war on them and send all available units to destroy them. This would be total chaos in every game.

It would also put too much emphasis on military domination since the player would need to either stockpile a big defensive military or beat the crap out of everybody first to make sure nobody can threaten you when you do get close a science or culture victory. And if you are going to conquer a bunch of your neighbors to prevent them stopping you from winning, you might as well finish the job and win a domination victory.

Again, I think it needs to make sense in-game. A neighbor who hates you should declare war on you. A neighbor who can realistically invade and take your city with a space district, should attack to try to prevent you from winning. But all civs, even your friends and allies, backstabbing you just because you are close to winning, no that should not happen.
 
Playing the game is gamey, and that's as much of an answer as that particular "argument" needs :p.
How can I ever respond to such a cogent rebuttal? Truly your repartee has left my argument in shambles. :rolleyes:

The actions taken by competitors in a system should be consistent with that system. If you think getting dogpiled because you're near science is "gamey", then you think Civ 6 is gamey period. That's the only coherent logical progression.

That's what the mechanics dictate if your competitors are trying to win. The game has only one winner. It didn't have to be designed this way, and I'd argue it shouldn't have been designed this way.

But it was. The AI in Civ 6 should play Civ 6, not something else. It's always been interesting to me that this is a controversial notion.
Except the AI shouldn't be pursuing no-holds-barred victory-at-all-cost strategies, IMO. It should be playing competently, it should be looking after its own interests, but it shouldn't stab you in the back simply because you're doing better than it is. On the other hand, I've never viewed Civ as a competitive game. Sure, there's "winning," but that's a metagame concept. In game the AI should act according to the interests of their empire and, to a lesser extent, their allies, not a metagame victory condition; IRL the UK didn't declare war on the US because we got to the Moon first.
 
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Think of this way: would England or France suddenly declare on the US because we are close to a culture victory? No, they wouldn't, because we are allies. It should the same way in the game.

No, real life does not have set "victory conditions" with a hard end-date for score. Real life does not have clear "victory conditions" for a given nation at all.

It's not reasonable to project "real life" rules to a game board where one decision making entity controls the same nation for 6000 years and *does* have a win condition. Lead isn't mushrooms.

We're discussing how the AI should act in the framework of Civ 6, and my argument is that it should act according to the mechanics in Civ 6 and pursue a victory condition, because the game is Civ 6.

Yea the problem with this mechanic of everyone declare war on you if you're winning is that it would require the same thing against other AI to make sense, and it could create scenarios where no one is winning because every time someone gets close, all other players immediately declare war on them and send all available units to destroy them. This would be total chaos in every game.

There's some game theory on how to approach this scenario, not to mention evidence in how MP games go suggests that these dogpiles are not always winning ventures.

Or, you know, making mechanics work in a way where everyone trying to win still realistically allows a winner.

It would also put too much emphasis on military domination since the player would need to either stockpile a big defensive military or beat the crap out of everybody first to make sure nobody can threaten you when you do get close a science or culture victory. And if you are going to conquer a bunch of your neighbors to prevent them stopping you from winning, you might as well finish the job and win a domination victory.

Exactly right, that's how the game is mechanically designed right now. It doesn't have to be, but it is. That's on the devs. Doing that then saying "let's all play pretend" is lazy. We don't need a video game with fixed win conditions to play pretend.

Again, I think it needs to make sense in-game. A neighbor who hates you should declare war on you. A neighbor who can realistically invade and take your city with a space district, should attack to try to prevent you from winning.

It does need to make sense. Right now, there is only one winner. Actively throwing the game does not "make sense".

How can I ever respond to such a cogent rebuttal. Truly your repartee has left my argument in shambles. :rolleyes:

The whole point is that you didn't actually present an argument, still aren't by the way. For "x is gamey" to have meaning, there must be some self-consistent definition of "gamey".

Without that, there's no principle difference in your statement vs me claiming that the AI role playing is "ridiculously norferiddles". What does a mechanic being norferiddles mean?

Every bit as much as the statement about trying to win a game being "gamey", possibly more since it's not a negatively correlated statement that suggests a game agent should actively avoid playing the game.

Except the AI shouldn't be pursuing no-holds-barred victory-at-all-cost strategies, IMO. It should be playing competently

The cognitive dissonance is real! Quoted statement is straight up saying the AI should not play competently, but should play competently.

Sure, there's "winning," but that's a metagame concept.

No, it's a game concept. As in the win conditions are literally defined by the game rules directly. That's not "metagame", it's part of the game full stop.

Nobody's saying you can't play pretend in the game, but the major qualm here is the assertion that the AI itself shouldn't play Civ 6.

I don't see any reason to prefer any arbitrary "not Civ 6" framework to another for an AI. However, because it's a Civ 6 AI, there is a clear reason to ask that the AI plays Civ 6 and not something other than Civ 6. We don't want it being too norferiddles after all.
 
If I am remembering correctly, civ2 had infinite movement on railroads and the enemy could use them too. This made it ridiculously easy for units to zip across the map and capture multiple cities in just a couple turns.

It made late game warfare far different from early game warfare. In a game about the changing tides of history, I'd like to see more mechanisms like this that make the game play differently in the end than it does in the beginning.


Think of this way: would England or France suddenly declare on the US because we are close to a culture victory? No, they wouldn't, because we are allies. It should the same way in the game. Your allies and even friends should not declare war on you if you are close to winning.

Once you have sufficient cultural influence over another civ, I'd argue the two of you shouldn't be allowed to declare war on each other anymore. By that point, your civilizations are too similar. The old tricks that dictators (i.e. you) come up with to convince their population to go to war against the "other" no longer work.


The cognitive dissonance is real! Quoted statement is straight up saying the AI should not play competently, but should play competently.

That's not what he said at all. He's presented a reasonable and well thought through opinion on how he would like the AI to behave. You disagree. We get it. You've stated your own opinion loud and clear. No need to misrepresent other people's comments in doing so.
 
Think of this way: would England or France suddenly declare on the US because we are close to a culture victory? No, they wouldn't, because we are allies. It should the same way in the game. Your allies and even friends should not declare war on you if you are close to winning.

Once you have sufficient cultural influence over another civ, I'd argue the two of you shouldn't be allowed to declare war on each other anymore. By that point, your civilizations are too similar. The old tricks that dictators (i.e. you) come up with to convince their population to go to war against the "other" no longer work.

I actually think nations do get extremely upset about the cultural influence of other nations on them. France is a really great example of this - I mean, Académie Française?

Taking another step, I think being "upset" does lead to "conflicts". The real question is: do cultural "conflict" mean "go to war"?

Well, that all gets tricky and political quickly. I mean, yeah, England and France aren't about to go to war with the US. But then, that might be because if they declared war on the US because they'd be annihilated (to be clear, I'm not saying x country has a better military or is more powerful than y - that would get ugly - I'm just saying having a war with the US over Mickey Mouse and Starbucks probably wouldn't end well for anyone). There's also other strategic interests to consider. And, you know, Nato. That's still a thing.

But there are nations, or at least ... ah... groups of motivated people, that have attacked the US and its interests, at least in part, because of the US's cultural hegemony (along with various other hegemony's and actions abroad).

So, yes, I think it would sometimes make sense in Civ for one civ to attack another because they were about to win a cultural victory (with probably massive warmonger penalties as a result). More fundamentally though, I think there should be other ways to prosecute conflict, e.g. spies, or trying to sway loyalty, or whatever.

I think @Trav'ling Canuck suggestion is interesting. I think something like that might work, although the danger is a Civ ahead in culture could immunise itself from any attack, letting it totally abandon having to maintain a military. It might also work better if there were more 'other' ways to still fight that civ (eg again, spies, loyalty). Maybe warring with a culturally dominate civ should produce more war-weariness or warmonger penalties, or impact loyalty somehow, instead of just being a blanket 'can't war with them'.
 
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Ridiculously framed questions like "Will Civ ever conquer its late-game
malaise?" presuppose that everyone, playing one of many possible types of game,
doesn't enjoy its final phases, or finds them satisfying in some way.
Maybe they want the question to come across as edgy, or controversial, but my
first reaction is that they are ignorant of the many different ways that Civ can
be played, and of the myriad ways that people get enjoyment from the game.

Binned.
 
The issue is to do with victory conditions in 6. They're really obsolete by today's standards and need to be changed.

Domination is the only one that's a given in my point of view. Some real thought needs to be put into the others.
  • The space race is definitely a legacy condition that is better suited for a more Sci fi genre. It hasn't been relevant since the moon landings and the cold War posturing. That's not to say we shouldn't have it but the space race should be an objective that provides benefits rather than an end to the game.
  • We need diplo victory back, but it needs to match a theme of global reform in working up to its victory condition. It might even be novel to have several victors in a diplomatic victory. Some ideas include globalisation, NGOs and creating frameworks that restrict 'rogue states'. Maybe the target of the victory condition could be a % contribution to providing assistance in natural disasters for City states or smaller, less powerful civs, or enforcing nuclear warhead sanctions, rather than "vote for the guy who has the highest relation with the AI"
 
I actually think nations do get extremely upset about the cultural influence of other nations on them. France is a really great example of this - I mean, Académie Française?

...

But there are nations, or at least ... ah... groups of motivated people, that have attacked the US and its interests, at least in part, because of the US's cultural hegemony (along with various other hegemony's and actions abroad).

...

I think @Trav'ling Canuck suggestion is interesting. I think something like that might work, although the danger is a Civ ahead in culture could immunise itself from any attack, letting it totally abandon having to maintain a military. It might also work better if there were more 'other' ways to still fight that civ (eg again, spies, loyalty). Maybe warring with a culturally dominate civ should produce more war-weariness or warmonger penalties, or impact loyalty somehow, instead of just being a blanket 'can't war with them'.

Taking these thoughts together, perhaps something along these lines might be interesting:
  • Rather than being simply a bucket of your global tourists versus your largest competitor's bucket of domestic tourists, track specifically your tourists from each other civ and compare versus that civ's bucket of domestic tourists. Cultural influence would then be based on how much you're influencing that particular civ, rather than the whole world.
  • Tripping an early threshold - say 40% cultural influence - triggers a one time negative diplomatic relationship that degrades over time. This would represent the older generation complaining "we're losing our unique identity" before that eventually fades away into the new generation saying "this is our identity". It's a bit like a fight or flight response and could prompt the other civ into military action or not.
  • More direct intervention to defend against cultural influence could be implemented. This could be as simple as a project that could be run in Theatre squares that reduces the amount of tourists your civ sends to other civs. There could be a Policy card to this effect as well.
  • On the offense, bring back using Great Musicians as tourism bombs against a single civ.
  • Once you have full cultural influence over another civ, take away the possibility for declaring war against each other (except possibly under some Emergency scenarios) but not before then, so that you can't completely ignore your defence forces when going for a cultural victory.
 
Ridiculously framed questions like "Will Civ ever conquer its late-game
malaise?" presuppose that everyone, playing one of many possible types of game,
doesn't enjoy its final phases, or finds them satisfying in some way.
Maybe they want the question to come across as edgy, or controversial, but my
first reaction is that they are ignorant of the many different ways that Civ can
be played, and of the myriad ways that people get enjoyment from the game.

Binned.

Yar boo sucks to you too Mr 'I'm going to rude and controversial cos i'm behind my big computer with my clever internet name which i thought up all by myself'. Being one of the oldest members of this forum and having played since Civ 2, I'm very versed with how Civ 'can be played', and given this thread has generated 9 pages of chat, I 'presuppose' this thread's question has triggered similar thoughts in others. Troll elsewhere.

Moderator Action: Please note that accusing someone of trolling is, itself, trolling under our rules, so knock it off. Also, the rest of your post is needlessly confrontational -- please post in a civil manner, and if you cannot compose a civil post, don't post -- Browd
 
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Domination is the only one that's a given in my point of view. Some real thought needs to be put into the others.
  • The space race is definitely a legacy condition that is better suited for a more Sci fi genre. It hasn't been relevant since the moon landings and the cold War posturing. That's not to say we shouldn't have it but the space race should be an objective that provides benefits rather than an end to the game.
  • We need diplo victory back, but it needs to match a theme of global reform in working up to its victory condition. It might even be novel to have several victors in a diplomatic victory. Some ideas include globalisation, NGOs and creating frameworks that restrict 'rogue states'. Maybe the target of the victory condition could be a % contribution to providing assistance in natural disasters for City states or smaller, less powerful civs, or enforcing nuclear warhead sanctions, rather than "vote for the guy who has the highest relation with the AI"

I think domination is wonky too. Nobody in real history has ever been able to conquer all the foreign capitals of major civs. I think military conquest is too easy in civ. Yes, you should be able to create a sprawling empire through military conquest, absolutely, but not actually conquer the whole world.

I do agree with you on the science victory. I think the individual projects like launching a satellite or launching a ship to Mars should be like a modern wonder that provides big benefits but not be a victory condition.

I did come up with a neat idea for a new victory. I started a thread over in Ideas & Suggestions to discuss it. Go here to check it out: https://forums.civfanatics.com/threads/proposal-for-new-victory-conditions.631736/#post-15110400
 
I don't think Civilizations series are like other games where you play just because you want to win.
Civilization series are 4X games. And somehow in the real world, we also see history as a great game of Explore, Expand, Exploit and Exterminate.
I play Civilization not because I want to achieve a certain victory, but because I want to experience the feeling of leading my own empire, rewriting history, to answer the question "What if". What if the World Wars never happened? What if the US is the country that colonized Europe? What can I do to prevent the Holocaust? What can I do with nukes? Should I use it for war or use it for peace?
Should I go to war just because I want more lands or should I be peaceful and diplomatic? Should I be a dominant global power that will kill anybody who disagree with me, or should I be empathy, helping countries defend from the aggressors, or should I backstab my allies?
Civilization series simulate our decision in history and reveal "what have we human done" to our own civilization. It is a very interesting way to understand about our own civilization, which can make us redefine our goal as a species.
So "late-game malaise" is the phase that humans are at right now, the present of the real world. We don't know what's going to come, we cannot predict how can we "beat" this game of existence, but somehow we still manage to innovate, but to achieve what? We still "research" new technology, still "research" new civics, but there is no end to our "tree".
That's the reason why late-game malaise will always be the problem of 4X games.
 
That's not what he said at all. He's presented a reasonable and well thought through opinion on how he would like the AI to behave. You disagree. We get it. You've stated your own opinion loud and clear. No need to misrepresent other people's comments in doing so.

It's exactly what he said. Unless you assume "no holds barred victory at all costs strategy" to imply breaking the game rules/cheating, the assertion is literally saying he wants the AI to not play competently but to play competently.

The object of the game, as stated by the game, is to achieve one of the defined victory conditions. These are not ambiguous goals. Any time an AI is intentionally programmed to take actions that do not assist in reaching these goals is a time the AI is being instructed to play something other than Civ 6. Competent play attempts to win.

Maybe they want the question to come across as edgy, or controversial, but my
first reaction is that they are ignorant of the many different ways that Civ can
be played, and of the myriad ways that people get enjoyment from the game.

Assuming we're talking about playing Civ 6 rather than something else, the ways are finite. Overwhelming majority of people use mouse and keyboard, which are by far the fastest options. More use windows than alternative platforms, and that's not aided by the poor cross platform support.

  • Rather than being simply a bucket of your global tourists versus your largest competitor's bucket of domestic tourists, track specifically your tourists from each other civ and compare versus that civ's bucket of domestic tourists. Cultural influence would then be based on how much you're influencing that particular civ, rather than the whole world.
  • Tripping an early threshold - say 40% cultural influence - triggers a one time negative diplomatic relationship that degrades over time. This would represent the older generation complaining "we're losing our unique identity" before that eventually fades away into the new generation saying "this is our identity". It's a bit like a fight or flight response and could prompt the other civ into military action or not.
  • More direct intervention to defend against cultural influence could be implemented. This could be as simple as a project that could be run in Theatre squares that reduces the amount of tourists your civ sends to other civs. There could be a Policy card to this effect as well.
  • On the offense, bring back using Great Musicians as tourism bombs against a single civ.
  • Once you have full cultural influence over another civ, take away the possibility for declaring war against each other (except possibly under some Emergency scenarios) but not before then, so that you can't completely ignore your defence forces when going for a cultural victory.

Mechanically, how does any of this handle the simple response:

"This person is winning culture before anybody else can possibly win if we don't stop him, so the optimal decision is to use military units to stop him or fail trying".

I think domination is wonky too. Nobody in real history has ever been able to conquer all the foreign capitals of major civs. I think military conquest is too easy in civ. Yes, you should be able to create a sprawling empire through military conquest, absolutely, but not actually conquer the whole world.

Never liked the capitals condition over what Civ 4 used. The question is what causal and internally consistent mechanics would you use to constrain domination, and what would you put in its place?

I play Civilization not because I want to achieve a certain victory, but because I want to experience the feeling of leading my own empire, rewriting history, to answer the question "What if". What if the World Wars never happened? What if the US is the country that colonized Europe? What can I do to prevent the Holocaust? What can I do with nukes? Should I use it for war or use it for peace?
Should I go to war just because I want more lands or should I be peaceful and diplomatic? Should I be a dominant global power that will kill anybody who disagree with me, or should I be empathy, helping countries defend from the aggressors, or should I backstab my allies?

If this were a genuine position, you wouldn't care what the AI does to beat you...but people do complain about this, including suggesting that the AI's actions towards victory should be constrained in the name of player role play, even though the game has explicit rules and objectives and role play is necessarily variant person to person.

That said, several of the things you mention are straight up not within the scope of the game's mechanics (world wars, holocaust, "rewriting history" when you bump into Teddy in 3500 BC...unless that by itself counts as instantly rewriting it). A number of those questions are answered, mechanically.
 
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I don't know if you could create a Joint Victory condition without it being super exploitable, but that would perhaps make it possible for a civ to be "trying to win" while also behaving consistently from a RP perspective. I guess it could have all of the AIs sucking up to you in the end instead of DoW, which might be just as bad.
 
I don't know if you could create a Joint Victory condition without it being super exploitable, but that would perhaps make it possible for a civ to be "trying to win" while also behaving consistently from a RP perspective. I guess it could have all of the AIs sucking up to you in the end instead of DoW, which might be just as bad.

I agree, the problem is the inconsistency between behavior and mechanical incentives. If you change the mechanics enough that choices other than "dogpile the leader" make more sense, you have a better game for it.

This is 100% on the devs. In terms of matching how they want the AI to act with how they want civs to achieve victory conditions it's like they didn't even try.

They *could* try though.
 
I'm pretty sure that earlier versions of Civ allowed you and your allies to achieve joint victory if one of you wins? I haven't tried that yet in this game but assuming it doesn't work like that in Civ 6.
 
Ridiculously framed questions like "Will Civ ever conquer its late-game
malaise?" presuppose that everyone, playing one of many possible types of game,
doesn't enjoy its final phases, or finds them satisfying in some way.
not everyone, no, but enough people since enough iteration of the game to make the question relevant.

The object of the game, as stated by the game, is to achieve one of the defined victory conditions.
that's the human's player objective. And not even everyone of them, I've never ever played any game of Civ to achieve one of the defined victory conditions, I've always played to stand the test of time, nothing else.

These are not ambiguous goals. Any time an AI is intentionally programmed to take actions that do not assist in reaching these goals is a time the AI is being instructed to play something other than Civ 6. Competent play attempts to win.
The goal of an AI in a game is to allows the human players to play an interesting game. That means it should be able to win of course, because challenge is one of the things that will make the game interesting, but it also means that it may have to be specifically programmed to not use frustrating mechanisms against the humans players. And I'm not even talking about role playing here, just "playing".

In short the AI is programmed* to play civ6 against humans players, not to play civ6 against itself.


*edit : "should be programmed", because IMO it fails at that too.
 
I thought Civ V did a good job with Ideologies and the World Congress mechanic. You really had to prepare for that shift in the last 3rd portion of a game. So Far Civ VI is definitely lacking something like that. It feels a bit empty and incomplete.
have to agree with this

civ V is perhaps the only game since 3 (baby's first civ game) that i regularly played to the end, because of the way brave new world introduced a more turbulent late game that shook up alliances and relationships

it's not so much that the snowball effect is gone, but that different types of civs can get advantages that best suit them, and risk of war with previous friends goes way up. it keeps it interesting and prevents it from becoming a next turn spam

civ 6 has yet to implement something that keeps me engaged in the late game
 
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