Originally posted by Cort Haus
the following thread was inspirational for Civ 3-ers learning to play catch-up.
So Very Cold
the following thread was inspirational for Civ 3-ers learning to play catch-up.
So Very Cold
I must be not pushing hard enough when things look bad. But still, I think it's worth designing Civ V (or a mod to Civ IV) so that the outcome is more often uncertain till the very end.
Ideally, I'd like to see all starting civs survive, and remain a credible threat till the end. Other than making diplomacy more exciting, this would also reduce the other problem mentioned in this thread: time-consuming warfare with known outcome.
Revolving faction game sounds like fun, I'll try it.
The "perceived threat" adjustment to diplomacy is exactly the type of thing that I'd want to try out.
And PA are interesting, although it feels somewhat confusing how AI thinks about PA (is it twice better to win solo than in PA with anoter civ?).
Maybe introduce something where you can offer another civ an "unequal" permanent alliance: if a normal victory is like getting 100 points, such unequal alliance victory is like splitting that 100 points according to an agreed ratio.
Say, I can see a real weak civ, and offer them alliance for 10% fraction of the pie (i.e., 10 points). Assuming they estimate my chance to win at 50%, they are agreeing to 50% chance to get 10 points. Which is kinda similar to 5% chance to get 100 points, or 100% chance to get 5 points. So if they have less than 5% chance of winning on their own, and if no one offers a better deal, they would accept my offer.
Lots of balancing will need to be done. E.g., two civs joining in PA may more than double their individual chances of victory, and so alliances may tend to be overused by AI. It's a boring game if everyone agrees to an alliance based on their strength in 3000 BC Some overconfidence in AI's estimates of its own victory chances would help; and maybe some limit on the largest alliance size or something.
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