Originally posted by MrBaggins
First is drastically increasing the resources available to the AI, through a bonus. This is usually seen as a necessary evil, but is known to be "unfair". Players, generally speaking, dislike "cheats" like this, thinking them pretty blunt, and perhaps feel that the game is less satisfying because of it. I basically feel this way too.
First is drastically increasing the resources available to the AI, through a bonus. This is usually seen as a necessary evil, but is known to be "unfair". Players, generally speaking, dislike "cheats" like this, thinking them pretty blunt, and perhaps feel that the game is less satisfying because of it. I basically feel this way too.
From what I have seen in my modwork, it is possible to have the AI maintain a strong economic base, and it is possible to have the AI build more cities (in both civ3 and even in my Mod, this is the case.)
The problem ultimately lies in military deployment and a non-existant diplomacy model that if it was in place, would allow for strength through allies.
My ideal way to circumvent this problem would be the following - however whether this could be pulled off is the question...
1. As difficulty increases, the AI is more persistant when it is at war. It is less likely to pull its punches. How many times have you seen in the AI, an unwillingness to continue to press when it does have an advantage? Call this the 'No mercy' rule. This can be augmented by more ironclad diplomatic agreements. (AI/AI alliances that actually work...)
2. I would want diplomacy to focus on alliances that are military-focused and economic-trade focused, but not on tech-trade focused. I do not have a problem with a game that as you get stronger, the AI civs will gang up on you (after all, the goal of the game is to win against the AI). I just don't want it to be overtly militaristic as the sole means to topple the front-runner.
Originally posted by MrBaggins
* Change the combat model, so its easier to defend. This will make offensive war harder, and life for the AI a little easier, generally speaking. The AI has to be taught how to siege, however.
* Change the combat model, so its easier to defend. This will make offensive war harder, and life for the AI a little easier, generally speaking. The AI has to be taught how to siege, however.
Agreeded on the siege issue...
Originally posted by MrBaggins
* Encourage peace by rewarding civilized behavior, such as trading and diplomacy. A player who is warlike and breaks agreements will lose certain options and benefits.
* Encourage peace by rewarding civilized behavior, such as trading and diplomacy. A player who is warlike and breaks agreements will lose certain options and benefits.
See above - economic sanctions, based on strength (the strongest should be viewed as the greatest threat.) Call it the 'Envy Factor'.
Originally posted by MrBaggins
Keeping a balance between maintaining a tech parity between civs and not allowing for an advantage is a tricky subject.
I.E. Consider if there is a 40% total parity bonus for the particular difficulty level. There are 5 total civs. This would mean a 10% per civ parity bonus. The first civ to develop... say... Democracy would gain no bonus. The second civ would gain a 10% bonus (of the total cost of Democracy) towards completion, (though this bonus would be limited to the amount needed to complete the particular tech.) The second would gain a 20% bonus, and so on until the last civ, would gain a 40% bonus... the maximum available.
This wouldn't mean that a player couldn't keep a tech lead. Overwhelming tech leads would be essentially impossible with high tech parity bonuses, however.
Keeping a balance between maintaining a tech parity between civs and not allowing for an advantage is a tricky subject.
I.E. Consider if there is a 40% total parity bonus for the particular difficulty level. There are 5 total civs. This would mean a 10% per civ parity bonus. The first civ to develop... say... Democracy would gain no bonus. The second civ would gain a 10% bonus (of the total cost of Democracy) towards completion, (though this bonus would be limited to the amount needed to complete the particular tech.) The second would gain a 20% bonus, and so on until the last civ, would gain a 40% bonus... the maximum available.
This wouldn't mean that a player couldn't keep a tech lead. Overwhelming tech leads would be essentially impossible with high tech parity bonuses, however.
Originally posted by MrBaggins
There should be a more graduated system, with increasing crime, and small initial chance for riots and revolt... increasing as happiness drops.
There should be a more graduated system, with increasing crime, and small initial chance for riots and revolt... increasing as happiness drops.
Originally posted by MrBaggins
War should indeed cause significant war-weariness... though much less under military style governments, although those governments should be restrictive from a general development and growth sense.
War should indeed cause significant war-weariness... though much less under military style governments, although those governments should be restrictive from a general development and growth sense.
Originally posted by MrBaggins
As for strategic resources, I'm somewhat wary of their effect in CTP2. Whilst certainly the player should only control an equal fraction of the land available, we all know that a human player is usually able to concentrate forces to dominate a particular area, should he wish, and it be desirable.
As for strategic resources, I'm somewhat wary of their effect in CTP2. Whilst certainly the player should only control an equal fraction of the land available, we all know that a human player is usually able to concentrate forces to dominate a particular area, should he wish, and it be desirable.
Or you can have an generic open-market type of situation. You cannot sell your surplus. This may be too simplistic for the game, but it simulates that if you need a good, you will have to buy it, without making it potentially unbalancing for those who have a surplus of a particular good and can reap a cash cow with it.
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