Firstly, let me say that CIV is my favorite game. In spite of whatever faults I may list here, in my opinion there is no other PC strategy game that comes close.
The fundemental problem with CIV is the difficulty levels. As you move up in difficulty the game becomes progressively narrower in your strategy options. The AI bonus does not create a better game on higher level. It merely makes the human become more of a number cruncher and ultra micro-manager.
All expert players of any games are great micro-managers. The differance heres lies in the fact that on the 2 highest levels of CIV - micromangement is THE game. After Monarch - it's a game of 'catch up and kill'. Period - end of story. The game loses nearly all it's nuances.
The reason for this is the manner in which the game was designed to become harder. Massive initial bonus's to the AI does not maintain the same game at a higher level. It changes the entire dynamics.
Everyone knows the drill on Regent or Monarch level. A somehat close first age. A good lead in the second age. A forgone conclusion the moment you land TOE. I only use this example as one of many. For some of you the game is over much earlier (like the moment you take out that neighbor CIV's capitol). As the game goes on the AI is progressively handicapped by it's inability to make adjustments to it's gameplay. The human's micromangement ability begins to take it's toll on the AI's hard coded inflexibility.
The solution in my opinion is clear. The AI bonus's should be 'progressive' in nature. Imagine for a moment an Emperor level that went like this: Intial production bonus 9 - 1 extra worker - 2 extra defenders - 4 free units - AI trade 140. As each AI civ enters a new age it's production bonus's continue to go up as well. Middle ages production 8, Industrial age production 7, Modern era each city supports 4 free units. Ect...
That's only an example. I don't want to argue the details. Naturally a better formula would be arrived at that maintains a proper play balance. There would be other tweaks as well. But the essetial element is a slower but steady AI bonus that coincides with what is typically the humans progressive lead with each passing age.
I maintain that an age by age 'progressive' AI bonus system would create greater play balance for the better players, without sacrificeing those aspects of CIV that we all loved when we were still new to the game.
The idea is to restore the flavor the game had when you won your first couple of games on Regent or Monarch, but before you mastered those levels and went on to a completely different 'CIV game' on Emperor and Diety
The fundemental problem with CIV is the difficulty levels. As you move up in difficulty the game becomes progressively narrower in your strategy options. The AI bonus does not create a better game on higher level. It merely makes the human become more of a number cruncher and ultra micro-manager.
All expert players of any games are great micro-managers. The differance heres lies in the fact that on the 2 highest levels of CIV - micromangement is THE game. After Monarch - it's a game of 'catch up and kill'. Period - end of story. The game loses nearly all it's nuances.
The reason for this is the manner in which the game was designed to become harder. Massive initial bonus's to the AI does not maintain the same game at a higher level. It changes the entire dynamics.
Everyone knows the drill on Regent or Monarch level. A somehat close first age. A good lead in the second age. A forgone conclusion the moment you land TOE. I only use this example as one of many. For some of you the game is over much earlier (like the moment you take out that neighbor CIV's capitol). As the game goes on the AI is progressively handicapped by it's inability to make adjustments to it's gameplay. The human's micromangement ability begins to take it's toll on the AI's hard coded inflexibility.
The solution in my opinion is clear. The AI bonus's should be 'progressive' in nature. Imagine for a moment an Emperor level that went like this: Intial production bonus 9 - 1 extra worker - 2 extra defenders - 4 free units - AI trade 140. As each AI civ enters a new age it's production bonus's continue to go up as well. Middle ages production 8, Industrial age production 7, Modern era each city supports 4 free units. Ect...
That's only an example. I don't want to argue the details. Naturally a better formula would be arrived at that maintains a proper play balance. There would be other tweaks as well. But the essetial element is a slower but steady AI bonus that coincides with what is typically the humans progressive lead with each passing age.
I maintain that an age by age 'progressive' AI bonus system would create greater play balance for the better players, without sacrificeing those aspects of CIV that we all loved when we were still new to the game.
The idea is to restore the flavor the game had when you won your first couple of games on Regent or Monarch, but before you mastered those levels and went on to a completely different 'CIV game' on Emperor and Diety
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