One thing I've noticed with Civ games is that the AI tends to expand until there's no more land... Maybe conquer one other player. Maybe not. And then... nothing. The AI just sits there hoping to tech into space or starts some futile one-on-one war that ends in little change.
Perhaps the problem is that the AI at difficulty X is playing against AIs at the same difficulty level? No advantage for either side leads to failure to conquer... Which leads to a failure to thrive for all of the civilizations other than the human player.
It would be nice if the "intelligence" of the AIs were randomized a bit so that some of these AI wars were successful and so that the AIs could grow. That way, it doesn't always devolve into one huge human player civ against 10 small civs by the end game. When's the last time you saw a game come down to one large human civ vs. one large AI civ on a large or huge map (from multiple starting civs)?
Hopefully the Vassal state mechanic will allow the AIs to set up some inequities that lead to conquest.
Perhaps the problem is that the AI at difficulty X is playing against AIs at the same difficulty level? No advantage for either side leads to failure to conquer... Which leads to a failure to thrive for all of the civilizations other than the human player.
It would be nice if the "intelligence" of the AIs were randomized a bit so that some of these AI wars were successful and so that the AIs could grow. That way, it doesn't always devolve into one huge human player civ against 10 small civs by the end game. When's the last time you saw a game come down to one large human civ vs. one large AI civ on a large or huge map (from multiple starting civs)?
Hopefully the Vassal state mechanic will allow the AIs to set up some inequities that lead to conquest.
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