I feel the game is great and well designed in most ways but one thing bugs me a lot:
The computer controlled aggressive opponent can't play the game at all.
Always the SMALLEST nations. How the fock can the conquerer civs always end up smallest, well, at least towards the end. And they are always far behind in the scoring, at best 3rd or 4th. That makes a bit of sense of course, since they don't build as much, but I would like to see them able to expand more in that case. Or see the aggressive trait better balanced.
First, am I the only one experiencing this game after game?
I miss the conquerer civs that you had to really fear! Since they are so bad in the normal game, they don't put a lot of pressure on you. I miss those civs from the previous games that constantly made demands.
Anyone else miss that pressure put on by the aggressive civs from previous games?
Anyway, if I am right and aggressive civs does worse in most ways, I feel there are a few problems that may be the cause of this:
1. The A.I. conquering plan is not well designed in regards to when and how to build and expand. This tolls a lot on economy if done wrong and perhaps the aggressive civ doesn't have a good overview of this.
(Fix: Cheat a little more financially for the aggressive ones or, preferably, make the plan for conquering better!)
2. The A.I. conquering opponent is too much dependant on religion when making whom-to-attack decisions.
(Fix: Make religion count less as a bonus toward diplomacy when dealing with conquering civs, unless it is a religious conquering civ.)
3. They don't make enough demands.
(Fix: Make more demands. Fix the two above and number 3 here will improve. A demand refused to a conquerer civ could result in a -2 penalty on diplomacy instead of -1. That could be fun and exciting.)
4. The aggressive trait isn't good enough. Also, many of the favored civic choices of the aggressive civs aren't as good as the other choices in the end game. Perhaps a tech in the end game could give a small boost to hereditary rule for example. (Or give a better base protection against spying in an expansion where spying is more interesting). The fix for this one can be done in numerous ways.
I would be interested in knowing if players feel that the aggressive trait is well balanced (on higher difficulty levels) from a players perspective as well?
The computer controlled aggressive opponent can't play the game at all.
Always the SMALLEST nations. How the fock can the conquerer civs always end up smallest, well, at least towards the end. And they are always far behind in the scoring, at best 3rd or 4th. That makes a bit of sense of course, since they don't build as much, but I would like to see them able to expand more in that case. Or see the aggressive trait better balanced.
First, am I the only one experiencing this game after game?
I miss the conquerer civs that you had to really fear! Since they are so bad in the normal game, they don't put a lot of pressure on you. I miss those civs from the previous games that constantly made demands.
Anyone else miss that pressure put on by the aggressive civs from previous games?
Anyway, if I am right and aggressive civs does worse in most ways, I feel there are a few problems that may be the cause of this:
1. The A.I. conquering plan is not well designed in regards to when and how to build and expand. This tolls a lot on economy if done wrong and perhaps the aggressive civ doesn't have a good overview of this.
(Fix: Cheat a little more financially for the aggressive ones or, preferably, make the plan for conquering better!)
2. The A.I. conquering opponent is too much dependant on religion when making whom-to-attack decisions.
(Fix: Make religion count less as a bonus toward diplomacy when dealing with conquering civs, unless it is a religious conquering civ.)
3. They don't make enough demands.
(Fix: Make more demands. Fix the two above and number 3 here will improve. A demand refused to a conquerer civ could result in a -2 penalty on diplomacy instead of -1. That could be fun and exciting.)
4. The aggressive trait isn't good enough. Also, many of the favored civic choices of the aggressive civs aren't as good as the other choices in the end game. Perhaps a tech in the end game could give a small boost to hereditary rule for example. (Or give a better base protection against spying in an expansion where spying is more interesting). The fix for this one can be done in numerous ways.
I would be interested in knowing if players feel that the aggressive trait is well balanced (on higher difficulty levels) from a players perspective as well?
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