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That mod is interesting, but my initial impression is that it's not balanced all that well. Republic especially seems amazingly good- I only needed to bribe each city state once, and then doublings would take care of any degradation and keep them out of the AI's reach indefinitely. (I suspect a human opponent would have a strategy to counter that that the AI doesn't, but still.)bigglesworth wrote:I am running a "Let's Play" of Civilisation V with the NiGHTS mod over at the RPG.net forum, for those who like reading about games with pretty pictures. http://forum.rpg.net/showthread.php?619102-Lets-Play-Civilisation-V-NiGHTS-the-Siamese
ArgonV wrote:Ok... Why do my games ALWAYS end in war? I like to build, not fight pointless battles. Here's what I mean:
I've played three games today. All went fine and well, friendly neighbours, I expand, build improvements, build up my cities, garrison them, keep some military units sprinkled throughout my lands, when all of a sudden, usually somewhere around 1000-1500 AD, a neighbour decides to attack me, without any obvious reason behind it. I'm dug in well, as long as I keep building military units, I'll survive. But I don't want that! I want to build up my cities and my lands. Do some diplomatic/cultural things, not fight pointless, endless battles. The AI, when contacted, says things along lines of: let's make this fighting stop. I propose a generous truce, they reject it and continue sending troops suiciding on my defences. And their enemy, you know, the one they've declared 3x already upon won't even jump in when I politely ask. THIS IS YOUR CHANCE, THEY'RE FIGHTING ON TWO FRONTS!
If you need to ruin a game by artificial stupidity in both counts, then that's just sad. Even peaceloving AIs like Gandhi attacked me today, and our borders weren't even touching
Well, guess it's back to Galactic Civilizations 2 for me then, at least that has decent, logical and understandable AI...
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ArgonV wrote:Ok... Why do my games ALWAYS end in war? I like to build, not fight pointless battles. Here's what I mean:
I've played three games today. All went fine and well, friendly neighbours, I expand, build improvements, build up my cities, garrison them, keep some military units sprinkled throughout my lands, when all of a sudden, usually somewhere around 1000-1500 AD, a neighbour decides to attack me, without any obvious reason behind it. I'm dug in well, as long as I keep building military units, I'll survive. But I don't want that! I want to build up my cities and my lands. Do some diplomatic/cultural things, not fight pointless, endless battles. The AI, when contacted, says things along lines of: let's make this fighting stop. I propose a generous truce, they reject it and continue sending troops suiciding on my defences. And their enemy, you know, the one they've declared 3x already upon won't even jump in when I politely ask. THIS IS YOUR CHANCE, THEY'RE FIGHTING ON TWO FRONTS!
If you need to ruin a game by artificial stupidity in both counts, then that's just sad. Even peaceloving AIs like Gandhi attacked me today, and our borders weren't even touching
Well, guess it's back to Galactic Civilizations 2 for me then, at least that has decent, logical and understandable AI...
ElWanderer wrote:ArgonV wrote:Ok... Why do my games ALWAYS end in war? I like to build, not fight pointless battles. Here's what I mean:
I've played three games today. All went fine and well, friendly neighbours, I expand, build improvements, build up my cities, garrison them, keep some military units sprinkled throughout my lands, when all of a sudden, usually somewhere around 1000-1500 AD, a neighbour decides to attack me, without any obvious reason behind it. I'm dug in well, as long as I keep building military units, I'll survive. But I don't want that! I want to build up my cities and my lands. Do some diplomatic/cultural things, not fight pointless, endless battles. The AI, when contacted, says things along lines of: let's make this fighting stop. I propose a generous truce, they reject it and continue sending troops suiciding on my defences. And their enemy, you know, the one they've declared 3x already upon won't even jump in when I politely ask. THIS IS YOUR CHANCE, THEY'RE FIGHTING ON TWO FRONTS!
If you need to ruin a game by artificial stupidity in both counts, then that's just sad. Even peaceloving AIs like Gandhi attacked me today, and our borders weren't even touching
Well, guess it's back to Galactic Civilizations 2 for me then, at least that has decent, logical and understandable AI...
In all* Civ games, the threat of the AI going to war is meant to keep you honest (balancing expenditure on guns and butter), and actual wars can be seen as a challenge / brake on the progress of a player who'd otherwise win easily. But each one does it differently. Some players complained that Civ 4's AI was too docile when a human player had the advantage, whereas Civ 5's AI comes across as insane, quite frankly.
Once in a war, the Civ 5 AI bases what it'll accept/give for peace on relative strengths rather than casualties - at high difficulty levels they will churn out units as quickly as you can kill them, meaning they always have more units than you and so think they are "winning". You can have a 100-1 kill ratio, but they still demand cities, resources and gold for peace - in Civ 4 they'd be getting a lot of war weariness from losing units and so would be prepared to make peace. This can make fighting defensive wars in Civ 5 an neverending nightmare. If you go on the offensive, start seizing cities and threaten their capital, then you'll see them change quickly to "total surrender" mode (in my highest scoring game, Catherine gave me about 25 cities for peace, leaving herself with just her capital, just because I was threatening Moscow). But not everyone wants to do that.
There's also the thought that Civ 5 is a wargame with a few empire-managing elements tacked on. That's unfair, but the game design emphasis is tilted much more towards wargame elements than Civ 4 was.
* - (disclaimer I haven't played Civ 1 or Civ 3) I got my father interested in Civ 4 a few years ago. I still get regular emails where he complains about games that went well up until the point where AIs declared war on him for "no apparent reason" and marched in with big, unstoppable (I think there's a clue there) armies. I can't say I've never suffered odd, annoying or ill-timed war declarations in Civ 4, but it hasn't happened to me nearly as much.
ArgonV wrote:Yeah, but in Civ IV, there was always some logic behind it.
in Civ V, where it actually went like this: Trade + research agreement + declaration of friendship, 2 turns later WAR!
I can hold my own, I've got Himeji Castle, the Great Wall, I've got fortified melee units in front and ranged units in the back on hills and all my frontier cities now have walls + castle + garrisoned unit damage bonus, so for every unit Liz manages to kill, I kill at least five of hers. But she's churning them out too fast for me to strike back and take her frontier cities, she's got 2-3x the cities I have, since I was going cultural. And most of them are bigger, due to the stupid modifiers the AI gets. Even if I could take them, I'd have no way of holding on to them.
ElWanderer wrote:ArgonV wrote:Yeah, but in Civ IV, there was always some logic behind it.
Ah, but was it always a logical decision by the AI or are there occasions where you as the player can supply your own reasoning to what was effectively a random choice? I was under the impression the Civ 4 code has been gone through and there's still the potential for a completely "out of the blue" declaration.
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Dredging this thread back up with a quote of my own post! What gives!?bigglesworth wrote:Giant Robot! But not of the death kind!
It's a giant multiplayer robot. A service which handles the sending of save-files for hotseat games - allowing asynchronous play between human players. It's entering beta testing now.
The steampunk scenario is actually a lot of fun. (Maybe not $30 fun, but hey.) The primary reason is that the victory condition is entirely different: there are now 5 things you get judged on, and if you're the coolest player on 3 out of those 5 for 5 turns in a row, you win. (Only one- "has the most highest tech units"- is unlocked at the start, and the rest are unlocked by techs. You don't get "has the most wonders," for example, until you've had a chance to build a few.)
They've done some of this with the new unit strengths, slightly longer tech tree, increased number of ages (with each age starting at Renaissance giving you a new spy), and so on. I definitely got the sense that being a tech level or two above meant that I could have way less units and win, where beforehand it felt like you needed a tech edge and the same number of units to have a chance.Yakk wrote:But, being a tech or two above means that your units are going to be significantly tougher, faster, longer ranged, etc.
As in, much of the benefits come from new improvements (which you need workers to upgrade), new buildings (which you need hammers to build), and so on? It seems like that could be interesting- but runs the risk of requiring too much micromanagement.Yakk wrote:A good chunk of technological progress is implementing the infrastructure, whose cost scales with the size of your empire.
I agree that this can be a fun game, but if the game is going to be about medieval middle management then it should probably be about that explicitly (like CK2). Civ seems like the sort of thing where having direct control over any part of your empire is what makes the game work- compensating people for not having control is difficult to balance well and make fun.Yakk wrote:Provinces would be another thing I'd like to see in a GG&S version: provinces being upgraded versions of the vassal states concept. The core of your empire would be limited in size, and after that even cities you found would have to be put in provinces. The Provinces AI gets to build units, build infrastructure, and pick priorities on you, and in theory could rebel and leave your empire. You can even choose to shed provinces into independent states if you want to (and maybe conquor them later). That would allow you to conquer a far away nation, and take over their provinces for a time, but eventually they'll develop the infrastructure and technology to break free (at which point, they might not be all that pissed at you, because in the meantime you'd changed their culture).
Yakk wrote:The Civ5 AIs where built to roleplay less, and try to win more.
This means that if you are approaching diplomatic or cultural victory, they will want to stomp you flat to prevent you from winning.
cphite wrote:It might be interesting to play a mod where the AI's were only interested in making their respective empires the best that they could be; in which case sending wave after wave of units to die to prevent you from launching a spacecraft would be out of the question. But I suspect that game would end up being very easy and not much different than playing something like SimCity.
Xanthir wrote:It shouldn't cause any graphics problems, I wouldn't think, so you won't need a new computer.
Anyway, it's very good. The religion system is a nice benefit, spies are okay, and I really like that units were finally pushed back into a 100HP system instead of the 10HP system. The additional rebalancing they've done since the last vanilla patch was *very* good, imo.
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