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TheArsenal
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Sunny Southern California
Mar 2002 time: 21:30
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I took a break from AU209 to try this out. Renegotiating peace treaty during peacetime was an effective tool (at least at Monarch level, playing as Persia with plenty of Immortals) and I was able to get a tech (Mathematics) and a small sum of gold. It had the additional advantage of locking Arabia in a 20 turn peace deal until I was ready to launch an attack on them. Again, a fantastic tip.
quote: Originally posted by dexters
I thought the realism argument died a long time ago, but obviously people still can't get over it. |
Despite all the civilization trappings that are built around the mechanics of the game, at its very core this is a game based upon moving pieces across a grid (more so for me, because I play with the grid lines visible), capturing and/or controlling the board (by force, diplomacy, culture or trade, doesn’t matter). Therefore, I have never looked at TBS as simulations of reality, but the logical extension of chess meeting current game technology, and Civ as no more than the ultimate chess game. Or Risk. Or whatever. I’ve always found demanding elements of “realism” at the sake of game play mind you, just as strange as questioning the realism of a pawn being able to “become” a Queen during a certain point of chess game.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:30
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quote: Originally posted by bongo
Some realism is nice as long as it doesn't intefere with the fun 
What is 'smart' behaviour when the AI is getting a thorough beating? If it's down to his last city then he might as well give you the finger. Even if it will be his doom. If it still have enough cities to make a diffeence then it would be best to cough up and give you all his money. Which is pretty much the way it behaves today. |
I think the AI's main limitation in its current form is that it can't really make long-term plans. It reacts rather than plan. And the only memory it has is a series of attitde and reputation sliders that gets adjusted throughout the game to reflect your actions. So it's a very indirect way of keeping track of past turns.
The AI will often hate you for doing something, but it likely won't remember or know what that something is. Lacking this, the logical alternative is to have the AI be as stubborn as possible, to avoid it being exploited by human players. And I've seen that this stubborness can bring results. I've had one city civs bring down my entire Civ in war weariness because they entangled me into far too many wars far too frequently.
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One of the biggest criticism I have against Firaxis right now is that we're fastly approaching year 2 of vanilla Civ 3's release, and they're still just perfecting the multi-player stuff they promised us was going to be in Civ III 2 years ago, and the new content, while nice, is just window dressing.
There has not been any serious attempt at going into the code and rewriting how AI behaves and really improve it by making it remember key events and have limied planning capabilities (ie: Take revenge of X civ in 20 turns). It seems like the xpansion packs are all about milking the cash cow, going the easy route by adding a lot of superficial content, like new civs and new units, but not working on the under the hood stuff, which is now two years old and could use some serious upgrades.
Last edited by dexters on 09-09-2003 at 00:55
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Ljube
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Belgrade
May 2003 time: 06:30
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quote: Originally posted by dexters
One of the biggest criticism I have against Firaxis right now is that we're fastly approaching year 2 of vanilla Civ 3's release, and they're still just perfecting the multi-player stuff they promised us was going to be in Civ III 2 years ago, and the new content, while nice, is just window dressing.
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That's why I stick to civ 2 MP.
It would be great to deny someone key resources, though.
Last edited by Ljube on 09-09-2003 at 03:45
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