One of the "features" that were lacking in Civ1/Civ2 was the AI Civ's ability to achieve good "balance of power" amongst all the Civs.
But this should certainly be a feature in Civ3. The computer should always be evaluating the relative positions of all the Civs and conduct diplomacy and warfare as appropriate in order that the balance of power is maintained.
Thus, for example, if the human player starts to outpace other Civs in science, most of the other Civs should cooperate in developing different sciences and trading them to achieve, in effect, a doubling or even tripling or quadrupling of scientific discovery so that it can keep up or come out ahead.
Similarly, if the human starts to come out ahead in other areas like military strength, the most of the other Civs should also realize this and aim to cooperate to keep their military strength up as well or even embargo the player to death if the player's military buildup becomes too threatening.
And if a player conducts wars of aggression or even takes a defensive war too far and starts to conquer too many cities then AI Civs should actually prepare and declare war with the human player to drive the human player back.
To effectively achieve balance of power, the computer will need to be able to manage a group of AI Civs as though it were effectively one Civ. This is good because a "virtual merger" of a few small Civs can add up into one powerful Civ this way!
It is always important that in maintaining balance of power, that the computer not only takes into account intentions and actions of the human player but more importantly the human player's capability!
Of course this should also work for the human player if the human player is weak and an AI is strong as well.
Of course, for the AI to be more challenging, it needs to be able to fight more effectively. However, by keeping in mind "balance of power" and having the computer be able to conduct "virtual mergers" of AI Civs at the appropriate time, it becomes possible for the AI to challenge the human player effectively.
But this should certainly be a feature in Civ3. The computer should always be evaluating the relative positions of all the Civs and conduct diplomacy and warfare as appropriate in order that the balance of power is maintained.
Thus, for example, if the human player starts to outpace other Civs in science, most of the other Civs should cooperate in developing different sciences and trading them to achieve, in effect, a doubling or even tripling or quadrupling of scientific discovery so that it can keep up or come out ahead.
Similarly, if the human starts to come out ahead in other areas like military strength, the most of the other Civs should also realize this and aim to cooperate to keep their military strength up as well or even embargo the player to death if the player's military buildup becomes too threatening.
And if a player conducts wars of aggression or even takes a defensive war too far and starts to conquer too many cities then AI Civs should actually prepare and declare war with the human player to drive the human player back.
To effectively achieve balance of power, the computer will need to be able to manage a group of AI Civs as though it were effectively one Civ. This is good because a "virtual merger" of a few small Civs can add up into one powerful Civ this way!
It is always important that in maintaining balance of power, that the computer not only takes into account intentions and actions of the human player but more importantly the human player's capability!
Of course this should also work for the human player if the human player is weak and an AI is strong as well.
Of course, for the AI to be more challenging, it needs to be able to fight more effectively. However, by keeping in mind "balance of power" and having the computer be able to conduct "virtual mergers" of AI Civs at the appropriate time, it becomes possible for the AI to challenge the human player effectively.
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