• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:28
CEST 14:28
KST 21:28
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments4[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced62
StarCraft 2
General
RSL Revival patreon money discussion thread Official Ladder Map Pool Update (April 28, 2025) The GOAT ranking of GOAT rankings Weekly Cups (Jul 28-Aug 3): herO doubles up Clem Interview: "PvT is a bit insane right now"
Tourneys
LiuLi Cup - August 2025 Tournaments WardiTV Mondays RSL Season 2 Qualifier Links and Dates StarCraft Evolution League (SC Evo Biweekly) Global Tourney for College Students in September
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ StarCraft player reflex TE scores BW General Discussion StarCon Philadelphia Where is technical support?
Tourneys
[ASL20] Online Qualifiers Day 2 [CSLPRO] It's CSLAN Season! - Last Chance [Megathread] Daily Proleagues Cosmonarchy Pro Showmatches
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 598 users

Sid Meier's Civilization VI - Page 51

Forum Index > General Games
Post a Reply
Prev 1 49 50 51 52 53 61 Next
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2018-11-21 19:49:48
November 21 2018 19:49 GMT
#1001
On November 22 2018 04:30 Dangermousecatdog wrote:
Climate change in Civilisation isn't a big risk or particularily innovative. Civ 1 and Civ II had climate change...

...and you didn't even need an expansion to have it! As certain buildings are built like factories, do grasslands turn to plains and to desert or swamps. Though I guess cities actually being destroyed by ocean tiles is a new one, I doubt that will actually occur.


If you can't I will be really disappointed. I want to find the highest point on the globe and then flood the rest of the world for a domination victory.
I'll always be your shadow and veil your eyes from states of ain soph aur.
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
November 22 2018 02:52 GMT
#1002
On November 22 2018 04:30 Dangermousecatdog wrote:
Climate change in Civilisation isn't a big risk or particularily innovative. Civ 1 and Civ II had climate change...

...and you didn't even need an expansion to have it! As certain buildings are built like factories, do grasslands turn to plains and to desert or swamps. Though I guess cities actually being destroyed by ocean tiles is a new one, I doubt that will actually occur.


Civ Call To Power had cities being destroyed by rising sea levels, interestingly
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Aceace
Profile Joined June 2011
Turkey1305 Posts
November 22 2018 07:59 GMT
#1003
On November 21 2018 01:02 {CC}StealthBlue wrote:
Ottomans (Suleiman)


Oh no... Not again with shitty "Barbary Corsairs" bonus... Can't we just get Ataturk?
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
Kaz1
Profile Joined April 2015
35 Posts
November 22 2018 20:22 GMT
#1004
On November 22 2018 11:52 Blazinghand wrote:
Show nested quote +
On November 22 2018 04:30 Dangermousecatdog wrote:
Climate change in Civilisation isn't a big risk or particularily innovative. Civ 1 and Civ II had climate change...

...and you didn't even need an expansion to have it! As certain buildings are built like factories, do grasslands turn to plains and to desert or swamps. Though I guess cities actually being destroyed by ocean tiles is a new one, I doubt that will actually occur.


Civ Call To Power had cities being destroyed by rising sea levels, interestingly



Call to Power is still the best civ game made. I started a game about a week ago. Still fun even about 2decades later!
I have not been a fan of any of the newer versions of the game. The world space has been much smaller, too much of emphasis on quirky diplomacy, difference in movement and stacking, etc.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2018-11-23 15:03:55
November 23 2018 15:01 GMT
#1005
On November 23 2018 05:22 Kaz1 wrote:
Show nested quote +
On November 22 2018 11:52 Blazinghand wrote:
On November 22 2018 04:30 Dangermousecatdog wrote:
Climate change in Civilisation isn't a big risk or particularily innovative. Civ 1 and Civ II had climate change...

...and you didn't even need an expansion to have it! As certain buildings are built like factories, do grasslands turn to plains and to desert or swamps. Though I guess cities actually being destroyed by ocean tiles is a new one, I doubt that will actually occur.


Civ Call To Power had cities being destroyed by rising sea levels, interestingly



Call to Power is still the best civ game made. I started a game about a week ago. Still fun even about 2decades later!
I have not been a fan of any of the newer versions of the game. The world space has been much smaller, too much of emphasis on quirky diplomacy, difference in movement and stacking, etc.



The game also had unmatched Diplomacy that for some reason hasn't been equaled in almost 20 years.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
November 23 2018 17:34 GMT
#1006
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
November 23 2018 20:36 GMT
#1007
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.
Moderator
DeepElemBlues
Profile Blog Joined January 2011
United States5079 Posts
Last Edited: 2018-11-24 05:42:57
November 24 2018 05:42 GMT
#1008
On November 24 2018 05:36 Excalibur_Z wrote:
Show nested quote +
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*
no place i'd rather be than the satellite of love
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
November 27 2018 16:03 GMT
#1009
"Smokey, this is not 'Nam, this is bowling. There are rules."
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
November 29 2018 17:20 GMT
#1010
Live stream today:

"Smokey, this is not 'Nam, this is bowling. There are rules."
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 29 2018 17:55 GMT
#1011
On November 24 2018 14:42 DeepElemBlues wrote:
Show nested quote +
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
November 29 2018 18:48 GMT
#1012
10 minute warning.

"Smokey, this is not 'Nam, this is bowling. There are rules."
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
November 29 2018 19:35 GMT
#1013
On November 30 2018 02:55 Plansix wrote:
Show nested quote +
On November 24 2018 14:42 DeepElemBlues wrote:
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
It's mopre of a case of short sighted AI. They should turn on the player about to win a victory, just as they should turn onto other AI who are about to win. The real problem I find is that you can never get the feeling that they prefer to win, with "characterful" diplomatic conditions which make some countries hate each other simply becuase they are peaceful, and the other was at war sometime in the past, stuff they like. For the most part AI civs just seem to trundle on till blandly and without thought till they are about to lose/win the game.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2018-11-29 23:19:02
November 29 2018 23:18 GMT
#1014
New Tech, and Victor promotion:

[image loading]

[image loading]
"Smokey, this is not 'Nam, this is bowling. There are rules."
Simberto
Profile Blog Joined July 2010
Germany11514 Posts
November 29 2018 23:20 GMT
#1015
On November 30 2018 04:35 Dangermousecatdog wrote:
Show nested quote +
On November 30 2018 02:55 Plansix wrote:
On November 24 2018 14:42 DeepElemBlues wrote:
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
It's mopre of a case of short sighted AI. They should turn on the player about to win a victory, just as they should turn onto other AI who are about to win. The real problem I find is that you can never get the feeling that they prefer to win, with "characterful" diplomatic conditions which make some countries hate each other simply becuase they are peaceful, and the other was at war sometime in the past, stuff they like. For the most part AI civs just seem to trundle on till blandly and without thought till they are about to lose/win the game.


I love this post because it highlights the different ways of seeing a Civ game. The one here is the boardgame view. You are playing a game, and the AIs are also playing a game, and the goal is winning by achieving victory conditions. Thus, it makes sense to gang up on the one about to win, because him winning means you don't win. This view doesn't really have any problems with "gamey" stuff, as long as the mechanics are interesting themselves, it doesn't matter if they are slightly removed from stuff that makes sense in a real world.

The other view involves more playing a role. You are playing the leader of a country, leading it through the ages. AI plays other leaders, and should act coherent in that role. So they shouldn't just start ganging up on you because you are about to launch a spaceship to Mars. Here, it is most important that stuff makes sense in-universe. The game mechanics should mostly represent real stuff (at some abstraction level)

Civ AI can obviously not fullfill both roles at once, and it has some problems in both these roles that have been highlighted before. But it is important to note that different people might view the whole game through a completely different lense.
Excalibur_Z
Profile Joined October 2002
United States12235 Posts
November 29 2018 23:46 GMT
#1016
On November 30 2018 08:20 Simberto wrote:
Show nested quote +
On November 30 2018 04:35 Dangermousecatdog wrote:
On November 30 2018 02:55 Plansix wrote:
On November 24 2018 14:42 DeepElemBlues wrote:
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
It's mopre of a case of short sighted AI. They should turn on the player about to win a victory, just as they should turn onto other AI who are about to win. The real problem I find is that you can never get the feeling that they prefer to win, with "characterful" diplomatic conditions which make some countries hate each other simply becuase they are peaceful, and the other was at war sometime in the past, stuff they like. For the most part AI civs just seem to trundle on till blandly and without thought till they are about to lose/win the game.


I love this post because it highlights the different ways of seeing a Civ game. The one here is the boardgame view. You are playing a game, and the AIs are also playing a game, and the goal is winning by achieving victory conditions. Thus, it makes sense to gang up on the one about to win, because him winning means you don't win. This view doesn't really have any problems with "gamey" stuff, as long as the mechanics are interesting themselves, it doesn't matter if they are slightly removed from stuff that makes sense in a real world.

The other view involves more playing a role. You are playing the leader of a country, leading it through the ages. AI plays other leaders, and should act coherent in that role. So they shouldn't just start ganging up on you because you are about to launch a spaceship to Mars. Here, it is most important that stuff makes sense in-universe. The game mechanics should mostly represent real stuff (at some abstraction level)

Civ AI can obviously not fullfill both roles at once, and it has some problems in both these roles that have been highlighted before. But it is important to note that different people might view the whole game through a completely different lense.


I don't have too much board game experience where this is directly relevant, since all the board games I've played are games of perfect information, which Civ is not. If I were to reference a card game, though, it's kind of like playing Hearts where a player is trying to Shoot The Moon (collect all hearts + Queen of Spades). This is difficult to do because it involves mindgaming your 3 other opponents, and if you're successful you give everyone else a lot of points whereas if you fail, you end up getting a lot of points (the object is to have the lowest score). So what usually happens in these cases is one of the players will get suspicious and say "I think he's trying to go for it!" and all the other players will suddenly get more protective of deploying their point cards (hearts + Queen of Spades). Since Hearts is a game of imperfect information, nobody knows who has what cards in their hand, but the consequence of losing the gamble means that players will band together against the person going for the Big Play just because the risk is too great.

I believe the same is true of Civ. You don't necessarily know what techs a faction has, or how rich their economy, or how strong their army, as they close in on their victory condition. It makes sense that nations would band together to extend the game (and therefore, to ensure their own survival). The key difference is the allowable communication. In my Hearts example, everyone is playing together at the same table and socializing. In Civ, it's almost like people are playing Hearts in isolation booths, unable to communicate with one another to warn each other about the impending challenge. Each player may have their own beliefs and conjectures, and if they have open lines of communication through diplomacy or trade then it's okay for players to act on those suspicions. But if they don't have open channels? That's the part I have a hard time accepting. Some players may just be blissfully unaware because in their position, the risk is lower, or maybe they've been your ally for centuries and are thriving. But Civ AIs may just suddenly drop everything to turn against you even if it doesn't put them ahead.

I guess that's another significant component of my complaint: the AI generally doesn't play to win, they play to not lose. If the #2 civ is only slightly behind you, they're content with potentially falling to #3 or #4 as long as it means you're no longer #1.
Moderator
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
November 30 2018 13:44 GMT
#1017
"Smokey, this is not 'Nam, this is bowling. There are rules."
andrewlt
Profile Joined August 2009
United States7702 Posts
November 30 2018 18:48 GMT
#1018
On November 30 2018 08:20 Simberto wrote:
Show nested quote +
On November 30 2018 04:35 Dangermousecatdog wrote:
On November 30 2018 02:55 Plansix wrote:
On November 24 2018 14:42 DeepElemBlues wrote:
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
It's mopre of a case of short sighted AI. They should turn on the player about to win a victory, just as they should turn onto other AI who are about to win. The real problem I find is that you can never get the feeling that they prefer to win, with "characterful" diplomatic conditions which make some countries hate each other simply becuase they are peaceful, and the other was at war sometime in the past, stuff they like. For the most part AI civs just seem to trundle on till blandly and without thought till they are about to lose/win the game.


I love this post because it highlights the different ways of seeing a Civ game. The one here is the boardgame view. You are playing a game, and the AIs are also playing a game, and the goal is winning by achieving victory conditions. Thus, it makes sense to gang up on the one about to win, because him winning means you don't win. This view doesn't really have any problems with "gamey" stuff, as long as the mechanics are interesting themselves, it doesn't matter if they are slightly removed from stuff that makes sense in a real world.

The other view involves more playing a role. You are playing the leader of a country, leading it through the ages. AI plays other leaders, and should act coherent in that role. So they shouldn't just start ganging up on you because you are about to launch a spaceship to Mars. Here, it is most important that stuff makes sense in-universe. The game mechanics should mostly represent real stuff (at some abstraction level)

Civ AI can obviously not fullfill both roles at once, and it has some problems in both these roles that have been highlighted before. But it is important to note that different people might view the whole game through a completely different lense.


I'm definitely in the latter camp where I prefer to play Civ where the AI players are playing a role.

I don't mind playing some of the modern boardgames with finite endpoints and point systems but I dislike the classic ones like Risk. The problem I have with board games like Risk is basically what was stated above. Players can easily gang up on the leader and extend the game forever. Winning becomes more about one player persuading other players to finally let you win after the game has gone on for too long and everybody is tired and just wants to move on.
Oukka
Profile Blog Joined September 2012
Finland1683 Posts
December 01 2018 13:10 GMT
#1019
On December 01 2018 03:48 andrewlt wrote:
Show nested quote +
On November 30 2018 08:20 Simberto wrote:
On November 30 2018 04:35 Dangermousecatdog wrote:
On November 30 2018 02:55 Plansix wrote:
On November 24 2018 14:42 DeepElemBlues wrote:
On November 24 2018 05:36 Excalibur_Z wrote:
On November 24 2018 02:34 Dangermousecatdog wrote:
A problem I have with more recent Civ games is that the AI doesn't try to win. Instead of replicating a human player who tries to win, it tries to be characterful and fulfil random diplomatic conditions that has nothing to do with winning the game, meaning that diplomacy is a mess as the AI cares more about random stuff or is otherwise easily manipulated.

If I remember in Call to Power, isn't it that coastal cities turn into sea cities if the tile get turned into water? I can't remember it was ages ago and I only ever played 1 game. I think the best thing in Call to Power was the various "diplomatic" units interacting like the Ecoterrorist which needed certain government types or the slavers vs the emancipators.


My major complaint with recent Civ games is that the AI will actively try to thwart the player's win condition by any means necessary. That means that you could have civilizations who have been at war for millennia suddenly ally with each other and sneak attack you because you discovered Space Flight. You could attack and conquer Civ A, and despite Civ B and C never meeting Civ A, label you a warmonger without any proof and halt all diplomatic actions for the rest of the game simply because it's late in turns. It really takes a lot of the immersion out of the game when suddenly everyone in the game is against you just because you're doing well. It makes sense from a game design point of view, but there have got to be other ways -- more logical ways -- for AIs to stop the game from ending.


yeah stuff like this is why i pretty much go straight for domination victory in civ5 and 6 (and i still prefer 5 to 6 and play 5 more often than 6) and ignore everything else except make sure i stay close enough to the top in science production get a space race win if another civ is going for it as well and getting close. the diplomatic actions of the AI making zero sense half the time is less important if i'm constantly at war anyway *shrug*

This is why I want more 4x games to put end game "events" to add friction and resistance at the end game. Using the AI nations is one route, but as Excalibur_Z pointed out, it sometimes feels really artificial and gamey. Spicing up the final act of the game with some thematic events to alter the world state and power dynamics is a better solution than having the AIs turn on the player because they got close to dat End Game Tech.
It's mopre of a case of short sighted AI. They should turn on the player about to win a victory, just as they should turn onto other AI who are about to win. The real problem I find is that you can never get the feeling that they prefer to win, with "characterful" diplomatic conditions which make some countries hate each other simply becuase they are peaceful, and the other was at war sometime in the past, stuff they like. For the most part AI civs just seem to trundle on till blandly and without thought till they are about to lose/win the game.


I love this post because it highlights the different ways of seeing a Civ game. The one here is the boardgame view. You are playing a game, and the AIs are also playing a game, and the goal is winning by achieving victory conditions. Thus, it makes sense to gang up on the one about to win, because him winning means you don't win. This view doesn't really have any problems with "gamey" stuff, as long as the mechanics are interesting themselves, it doesn't matter if they are slightly removed from stuff that makes sense in a real world.

The other view involves more playing a role. You are playing the leader of a country, leading it through the ages. AI plays other leaders, and should act coherent in that role. So they shouldn't just start ganging up on you because you are about to launch a spaceship to Mars. Here, it is most important that stuff makes sense in-universe. The game mechanics should mostly represent real stuff (at some abstraction level)

Civ AI can obviously not fullfill both roles at once, and it has some problems in both these roles that have been highlighted before. But it is important to note that different people might view the whole game through a completely different lense.


I'm definitely in the latter camp where I prefer to play Civ where the AI players are playing a role.

I don't mind playing some of the modern boardgames with finite endpoints and point systems but I dislike the classic ones like Risk. The problem I have with board games like Risk is basically what was stated above. Players can easily gang up on the leader and extend the game forever. Winning becomes more about one player persuading other players to finally let you win after the game has gone on for too long and everybody is tired and just wants to move on.


I'm definitely in the camp where multiplayer Civ is the first variation, where everyone should play to win, but with AI I prefer a more roleplaying like experience. AI is AI and it is there to give the basics of the game, but Civ is definitely at its best for me played in a more boardgame like setting, LAN with friends, where both the ingame and out-of-the-game moves and relationships matter.
I play children's card games and watch a lot of dota, CS and HS
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2018-12-04 16:05:53
December 04 2018 15:53 GMT
#1020






"Smokey, this is not 'Nam, this is bowling. There are rules."
Prev 1 49 50 51 52 53 61 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Summer Champion…
11:00
Open Qualifier #4
WardiTV492
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Harstem 282
Lowko240
MaxPax 112
ProTech36
StarCraft: Brood War
Sea 2751
Bisu 1568
Flash 1453
firebathero 1079
Larva 1009
EffOrt 894
Jaedong 893
actioN 455
Soma 390
Stork 349
[ Show more ]
Mini 279
ggaemo 244
Killer 218
Last 170
Hyuk 162
Snow 141
sSak 118
Mind 109
ZerO 79
Sacsri 71
ToSsGirL 68
scan(afreeca) 65
Backho 55
Noble 50
sorry 26
Sharp 25
Icarus 24
Sexy 23
JulyZerg 21
Movie 21
[sc1f]eonzerg 17
ajuk12(nOOB) 17
NaDa 16
Yoon 12
IntoTheRainbow 11
Terrorterran 9
ivOry 4
Stormgate
NightEnD34
Dota 2
qojqva1531
BananaSlamJamma249
XcaliburYe242
Counter-Strike
zeus308
kRYSTAL_20
markeloff0
Other Games
singsing1630
B2W.Neo1273
crisheroes403
DeMusliM356
Fuzer 272
RotterdaM151
Mew2King105
ArmadaUGS25
ZerO(Twitch)9
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 949
lovetv 13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• StrangeGG 36
• LUISG 10
• davetesta7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV408
League of Legends
• Nemesis1026
• Jankos502
Upcoming Events
Replay Cast
11h 32m
LiuLi Cup
22h 32m
uThermal 2v2 Circuit
1d 2h
RSL Revival
1d 13h
RSL Revival
1d 21h
SC Evo League
1d 23h
uThermal 2v2 Circuit
2 days
CSO Cup
2 days
Sparkling Tuna Cup
2 days
uThermal 2v2 Circuit
3 days
[ Show More ]
Wardi Open
3 days
RotterdaM Event
4 days
RSL Revival
5 days
The PondCast
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.