In theory, the idea of having AI subordinates handle much of the work of running an empire's day-to-day operations in a 4X game makes a huge amount of sense. A national leader is most likely not his nation's most brilliant general, or its most gifted economist, or its most eloquent diplomat. Rather, he is someone who can find the right people for subordinate positions, work with them, and synthesize their expertise into policies that work. Capturing that in a game could free players from a lot of the tedium of managing every little detail.
But with the current state of AI technology, the almost inevitable fact is that top human players will be the most brilliant generals, the most gifted economists, and the most capable diplomats their nations have to offer. That completely demolishes any hope of making the game "more realistic" by having the player delegate responsibilities to subordinates, because the quality of subordinates the player would demand in real life is simply not available in the game.
Thus, the best we can reasonably hope for is AI subordinates that can handle complex orders from us, warn us in advance if our orders are about to get us in obvious trouble, and get out of our way when we want to take over something ourselves. That gives us as much help as the AI technology available is competent to provide without forcing us to put up with incompetent decision-making.
Now the question I'm curious about is how good a job MOO3 did striking that balance. I'll probably try the game sooner or later to find out for myself (in spite of how busy Civ 3 tends to keep me), but I'd be interested to hear the opinions of others who have played the game enough to think they have a good feel for the question.
Nathan
But with the current state of AI technology, the almost inevitable fact is that top human players will be the most brilliant generals, the most gifted economists, and the most capable diplomats their nations have to offer. That completely demolishes any hope of making the game "more realistic" by having the player delegate responsibilities to subordinates, because the quality of subordinates the player would demand in real life is simply not available in the game.
Thus, the best we can reasonably hope for is AI subordinates that can handle complex orders from us, warn us in advance if our orders are about to get us in obvious trouble, and get out of our way when we want to take over something ourselves. That gives us as much help as the AI technology available is competent to provide without forcing us to put up with incompetent decision-making.
Now the question I'm curious about is how good a job MOO3 did striking that balance. I'll probably try the game sooner or later to find out for myself (in spite of how busy Civ 3 tends to keep me), but I'd be interested to hear the opinions of others who have played the game enough to think they have a good feel for the question.
Nathan
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