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Vlado
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Well of course that's one aspect to it but don't you want the AI next to you to be a little more competetive as well. I think it's a bit dull when you see that you can outproduce the AI eventhough they have more cities then you. But that's just me, if you like the fact that you can beat him since he doesn't use his workers to the full extent, fine by me...
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Don K Hotay
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Boston
Aug 2001 time: 00:29
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The AI needs alot of improvement, and if a killer AI could be created I'd be all for it; as long as bonuses in units and production was limited, if any given at all. Even when I'm on the road to victory on Deity, far ahead of the other civs, it's a bummer because despite such huge advantages, the AI fails to achieve even modest military victories by the late game.
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Don K Hotay
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Boston
Aug 2001 time: 00:29
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I'm surprised when I hear people write they've been beaten by the AI on regent. Obviously it means I play the game way too much and far too seriously; quite religiously in fact. So sue me. Its a pretty damn good game.
The percentile of gamers that play as often and as seriously as I do should be accomodated as well, and I think by adding the divine and Sid difficulty levels in Conquests, the devs are trying to. However, there are only so many advantages the AI can be given before it becomes downright ridiculous, so if the new difficulty levels are to inch closer towards killer AI status, there had better be other improvements besides production and unit bonuses.
Quixote
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:29
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quote: Originally posted by Don K Hotay
The AI needs alot of improvement, and if a killer AI could be created I'd be all for it; as long as bonuses in units and production was limited, if any given at all. Even when I'm on the road to victory on Deity, far ahead of the other civs, it's a bummer because despite such huge advantages, the AI fails to achieve even modest military victories by the late game. |
hi ,
yes , yes agreed , but then the comp specs shall go way up and one shall need several gig's of space for game , ......
and then a whole bunch of people are going to start crying murder , .....
they should release a special edition at a higher price ( in order to cover cost's ) that has an AI of like 3 gig's to start with , ......

have a great day
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:29
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There's been a fair amount of discussion and experimentation on this subject.
Ultimately, starting conditions have the greatest effect. It's not just that a given AI civ has great conditions (partially offsetting less than optimal Worker usage), but that it is near disadvantaged AI civs with BAD conditions (exacerbating poor Worker usage).
Traits do, of course, matter as well. Give the aforementioned advantaged AI civ IND and COM, and things are looking good.
Give it a UU that will trigger a GA out of despotism, and now we are talking.
Make sure one of the disadvantaged AI civs has a high aggression level... they'll do something to put the smell of war in the air.
__________________
BTW, I have no doubt that the AI routines could have been a lot tougher from day one, and that they've been tweaked in the patches and PTW, and will be in C3C.
I just wish that Firaxis had or will somehow adjust AI toughness for difficulty level, rather than just starting resources. The new aggression settings may help, we'll see.
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aneeshm
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Indore , Madhya Pradesh
Jul 2001 time: 10:59
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Instead of making the AI tougher to deal with by giving it bonuses , why not make it adopt to the player's playing style and strategies . It won't be difficult , if done in a very general sort of way .
Eg-What type of units are built , builder or warmonger , whether the player attacks with a SoD or with many groups , what wonders the player goes for , etc .
Then even seasoned players might find the game more challenging , as each time they play , the AI has adopted to them , and the older strategies would not work . The data , of course , would be collected over a number of games the player plays .
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Vlado
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I would just like to have an AI that doesn't space his cities several squares apart, leaving plenty of unused tiles until the industrial age. I would also like an AI that has more then 0 gold in his coffers during the early ages and to see him take full advantage of the squares he's using, not just getting food only from his grassland...
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