Sid Meier's Civilization VI - Page 57
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On May 16 2020 02:39 Chemist391 wrote:
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On May 12 2020 08:38 EchelonTee wrote:
On May 12 2020 04:59 Chairman Ray wrote:
Did they ever fix the AI in this game? Been waiting for AI patches before jumping into the game again.
the AI still sucks. They have fixed some bugs over the years but its fundamental flaws still exist. You can download mods to fix some elements of it but it's a band aid.
TBH I preferred Civ 5's AI (which was also bad). civ 6 has so many complex systems that the AI just doesn't know what do past a certain point. It just doesn't make sense that a Deity AI is suiciding trade routes, ships, etc into me, while not upgrading their crappy units. I mainly have fun by doing unoptimal builds on difficulty 6 or 7. If you play too optimally there's too many abusable AI traits
I feel weird about the new expansion pass or whatever they are calling it. I love Civ dearly, one of my all time favorite series, but I'm not really excited about a drip feed of Civs and some extra game modes. That tweet alleviates some of my concerns, in that these are systems changes and not whacky scenarios, but I think I'll wait for reviews/sales.
The AI is my chief issue with the game, as well. I wish that at higher difficulties, the AI became smarter, rather than just gifted better tools. As is, I feel very confined in the ways that I'm able to play in Deity, and it's simply a question of whether or not I can catch up in the mid-game, as the late-game sort of plays itself into a victory once you're there...
Yeah i agree with this I think if they want to improve on Civ as a single player game generally, Civ 6 systems are overall quite great but where the most improvement is needed is on AI really. It's too bad at strategy and terrible at tactics in particular. I've played 3 games and where I war-ed the most by far was the last one on immortal, and my overall unit kill count is 317 while I lost 31. So that means you mainly want to exploit the AI weakness at tactics to win a game on higher difficulties. Should really work a lot more on AI and likely reduce the bonuses on higher difficulties. I suspect this would use a lot more CPU and the end turn wait would be longer again but worth it imo.
For multiplayer, I don't know if the length of games is an issue ? And the ability to gift cities which can overturn the game any direction any moment, when a player leaves for example? But at least on multiplayer, then you can have a good context for higher level play.