Interesting idea, but what's the fun factor ? And the AI would have further troubles it certainly does not need...
bc_1
[quote who="Glazunov1" reply="7" id="3323340"]Quoting ulysses_31, reply 2On higher levels the AI hardly ever gets attacked by monsters, and that's a fine cheat. It's not a cheat. It's a different set of rules, and follows on the point you made: on higher levels. You want to take on a greater challenge, you're handicapped. You want to take on less challenge, you handicap your opponent. Different levels of difficulty: different challenges. What I think we need to see, ho
On higher levels the AI hardly ever gets attacked by monsters, and that's a fine cheat.
It's not about movement speed, it can happen in between turns during AI & NPC movement.
The game does feel somewhat unfinished, but weren't the Galciv games the same at release ? Hopefully Stardock will iron out the issues over time just the same...
[quote who="willie sanderson" reply="18" id="3323301"]Then on higher difficulties give the AI the wealthy trait from the start. [/quote]Good idea, but that does not address the choice balancing issue for the player.
[quote who="willie sanderson" reply="17" id="3323300"] Well I've heard stories about how the humaans beat the diety level of Civilization and it wasn't fair at all. They play on a SMALL map with ONE AI opponent and RUSH over and eliminate it before it has time to progress. TO me that's hardly beating the Diety level of difficulty. Nope, until you have beaten DIETY with ALL AI OPPONENTS on the MAP at the same time then you haven't beaten it you've only EXPLO
[quote who="willie sanderson" reply="6" id="3323299"]wah wah wah. lol[/quote]Okay... glad you're feeling happy. Just to set things straight, I happen to agree with your "suggestion" but also feel that the devs should focus on the real issues.
Well, no thanks, I could use the challenge without having to try beat insane... The AI is not at a level where it is useful to gimp it. If spell of making is deemed too easy, then it simply needs a nerf, like a steep increase in research requirement (which would be good lorewise too)
Who's crying ???
Is it really a river square ? I have seen many cases where a tile shows up as a river but the mouse over says it's something else (OK this is also a bug)
Doesn't the AI need all the help it can get ?
[quote who="willie sanderson" reply="12" id="3323286"]Afterall insanity level is for the insane. [/quote]That's what most people thought about Civ V deity level, which can now be beat regularly if not consistently. Given the difficulty of programming an effective AI, it's unreasonable to expect the game to be both realistic and challenging. Although improvements are always nice ;) (and disregarding the fact that the majority wants the game to be easy to win, after all it's pa
Come on, this is so easy to do... Just to save a single click for the lifetime of the game ? ... please let the DEVs focus on more important issues
Still not fixed in 1.29b
[quote who="willie sanderson" reply="9" id="3323277"]lol Too easy man too easy and this is on higher difficulties.[/quote]Then try insane. It's possible to beat the game consistently on ridiculous, but insane...
[quote who="ins2" reply="8" id="3323274"]They could solve that by starting beginning cities at 30 pop ...[/quote]Then it would be useless, since you could daisychain settlers (build in city 1, settle city 2, build in city 2 etc...)
Well the 30 population cost did not make much more sense lorewise since cities founded by settlers start at pop 1... But I would rather focus on gameplay than lore. The current game has too many balance issues because of trying too much to stick to lore
The new gold cost simply makes the wealthy trait OP...
Bug still present in 1.29b
Load the attached save http://www.filehosting.org/file/details/422321/alx.EleSav There are 9 units (heroes) in city "esethrafuupr" If you make one of them exit the city, you'll get multiple extra copies of the other heroes. Now the game has become un playable... Note: during the previous game turn, a rock spider army attacked the city, and the giant rock spider (now sitting next to city) was captured by the beastmaster, this seems to have caused the cu
[quote quoting="post"]Balance Unreleased: Champion Recruitment cost gets gradually more expensive based on the # of champions the player has [/quote] UNbalanced since this will simply make the adventurer trait a must have (it' already quite OP), or make the use of the "steal siprit" spell systematic to avoid excessive hiring inflation (keep only the best heroes, use the dud heroes equipment & traits - it's still good value). Please find a better fix...
After a couple of weeks playing the game on my spare time, I find the AI (even on 1.29frog) not sufficiently challenging on expert/expert, so I moved to ridiculous/ridiculous. The key seems to be city spamming (it's fairly easy to outexpand the AI by a factor of 2), beeline for tech which allows to recruit high level heroes, scout agressively to hit all the "old libraries" and hire all of the heroes (the AI is not very competent at either). Don't hesitate to scout deep inside
[quote who="Alstein" reply="74" id="3319045"]That said, I suspect weak vertical expansion helps the AI- is that true as a general rule?[/quote] I would think humans are better at both (vertical + spamming), but the AI can (and does) cheat at higher levels to counter this. The issue with FE is that there is no balancing mechanism to counter city spam benfits + the cost of buildings is so high (both techwise and production).
[quote who="Alstein" reply="72" id="3319031"]the ancient libraries seem to be only +1 research. Nice, but not as important as clay pits, and no more important than most other improvements.[/quote] I am talking about the +20 or +100 single shot ones, not the resource types (which I prefer to clay pits, BTW: early tech trumps production)