Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
lol
A new coat of paint and minor gameplay changes doesnt justify a new title for me
/I'm kidding-or am i?
AI needs computational power and civ7 is made for the last gen consoles like the current version…
I can fore see the most popular threats in civ7 Fortum when the game is releases to be, ”why the game AI is so bad…”
If civ7 will become online game where you pay $20 to $30 / month to play… and some online super computer handle the AI… maybe, maybe then the AI would be tiny bit better,,,
That will probably never happen though because that seems like a classical case of "You think that you do, but you don't".
In Civ 6, for example, the AI is utterly unable to deal with the loyalty drain on cities, so they found cities that immediately go into revolt, or wage expensive wars to take a city only to allow it to fall into revolt immediately and lose it back to the original owner.
The solution here is pretty simple: get rid of the whole loyalty checking of cities (which is extremely irritating even for the human player, not realistic, and adds nothing fun to the game).
In a 90s version of Civ when you could still stack units, the way to capture a city was clearly to stack a siege unit with low defense with a melee unit for defense, then move them together to the city walls.
The AI didn't know to do this and would just send an endless stream of undefended catapults to your city, which you would easily kill with any unit.
I created a mod for myself where a catapult unit was the cost of a phalanx + catapult, and had the defense of the phalanx plus the siege power of the catapult. Just so they AI couldn't do the stupid thing it wanted to do. Now when the AI sent lone catapults to your city they had the same stats as the combined stack that any human would use.
It worked, the AI was like twice as good just from that simple change to the game: change the rules to fit the AI's behavior when you can't change the behavior itself.
Will check that out, thank you. :)