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Panzeh
Nov 27, 2006

"..The high ground"

Clarste posted:

I agree, it seems like they're just forcing themselves to be less creative.

Nah, fantasy/sci-fi is a lame copout to go for novelty over actual game design.

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Panzeh
Nov 27, 2006

"..The high ground"

Falcorum posted:

And that's precisely why Civ players universaly consider SMAC to be the worst Civ game.

SMAC is not actually a very good game, it just has nice quotes. It's like civ2 but even more broken.

Panzeh
Nov 27, 2006

"..The high ground"

Electro-Boogie Jack posted:

what the gently caress

civ4 is a much much better game for a variety of reasons

the factions are all lame anyway, they're all just literally 'vague ideology man'

Panzeh
Nov 27, 2006

"..The high ground"

Super Jay Mann posted:

Through The Ages begs to differ :colbert:

Through the ages is probably the best game on this topic, yeah. Civ4 is probably the second best.

Perestroika posted:

I'm gonna have to disagree on this part, at least to a degree. In principle, I ought to love games like EL or Stellaris, but in practice I always ended up dropping ongoing games mostly on the basis of the presentation (or lack thereof). Most of the fun in a 4x is seeing your empire grow and evolve, but in there you didn't really see that happening outside of some numbers getting bigger and the borders moving about. To be fair, that's as much an issue of the space setting as it is of those games specifically, but it is an issue nonethelss.

One thing that surprises me about civ games and other 4x games is that they keep trying to legislate down the quantity of cities to control rather than figuring out a game mechanic that lets an empire get and feel big, by, say, having everything be right there on the map. The worst aspect of cities/planets in 4x games is the need to go into a separate screen to manage them. Imperialism, in that regard, has not been surpassed in 25 years.

Panzeh
Nov 27, 2006

"..The high ground"

Victory Position posted:

as much as I hate stacks, Civ 4 pretty much still remains best in class in a lot of ways

I honestly just wish they'd figure out how to reasonably handle combat on the board, since 1UPT seems to really prefer lots and lots of indirect units while whatever the hell EL does is just lmao

Having played it recently, I don't think civ4's combat is actually that bad. It could be more complex, but in general i'd rather see civ combat get more in line with other systems in the game rather than more complex.

Panzeh
Nov 27, 2006

"..The high ground"

deep dish peat moss posted:

I'm super disappointed to see Amplitude going for a historically accurate setting. I'm a huge fan of theirs but might end up skipping this because I'm sick of playing games about history. World building is what they're best at so this feels like Michael Jordan retiring from basketball.

I mean I get that they're mixing it up but... I don't want to play another strategy game about human cultures on Earth.

World building is lame and sci-fi/fantasy is a massive crutch.

Panzeh
Nov 27, 2006

"..The high ground"

Aerdan posted:

Two factors, only one of which actually applies here:

1. Gamers have no self-control. (This is the one that doesn't apply.)
2. Games like this are symmetric-design; that is, the player and the AIs play by the same rules (with adjustments for shortcomings on the AI's end).

Consequently, an imbalance which favours a particular civilisation gives whoever picks it an unfair advantage over someone who picks a different one. or unfairly penalizes the rube who picks it , if the imbalance is the other direction.

Sometimes it's good to make in-game decisions other than 'do i want this game to be harder or easier'.

Panzeh
Nov 27, 2006

"..The high ground"

Mokotow posted:

The only way forward for strategy game AI is machine learning - there’s only so much you can code in through decision trees. Consequently, only a few devs are in a position to do this, as it’s kinda tricky to hire this kind of specialist into strategy game dev.

I've not been that impressed with the results of machine learning, especially in the context of games as complex as Civ.

Panzeh
Nov 27, 2006

"..The high ground"

Mokotow posted:

The wiki article on AI machine training in games is actually an interesting read. Seems like AI can be trained fairly well for strategy games, but with limitations - e.i. a particular hero set in DOTA against another particular set, or protos vs protos on a particular map. Once you start introducing variation, the training time goes up into thousands of years - though, tbf, you can achieve 130 years of gameplay in a day with a server farm, so it’s all relative.

Yeah, the number of potential parameters at the beginning of a game, nation combos, map types, map RNG, etc. make it very very hard to do AIs in this regard. Starcraft 2 is a much much easier problem space by comparison.

ate poo poo on live tv posted:

That works for many games, and many games should adopt that kind of system. However in a Symmetric Start game that idea is pretty frustrating to a player because like you said, you just give the AI so many bonuses that the game systems don't matter.

For "history simulator" sandbox games I guess it's fine, but personally I'd rather a tight set of rules that the AI can actually play by rather then just 40 game systems that are orthogonal to each other.

This is me, too, but I don't really think humankind is going for this. I like games that pick a lane and stick with it and, yeah, make something comprehensible by an AI and go- Through the Ages has a pretty decent AI for example, but that comes at a cost.

Panzeh
Nov 27, 2006

"..The high ground"

Chronojam posted:

You could have the AI system respond in meaningful ways to the actions the player takes (more than the AI's choices) by matching results with expectations directly. Abstract away more of the mechanics.

To use Civ amenities/happiness as an example, if you're roaming around actively pillaging luxuries and spreading dissent, have it treat this as an attack on a city's loyalty and roll for rebellions etc. But don't kneecap the AI's natural growth/expansion if it failed to settle luxuries early on per core game sim rules unless it seriously did a bad job or got seriously unlucky.

This is in contrast to simply having them play "by the same rules!" followed by a huge inherent bonus that invalidates the mechanics and leaves the player with no way to interact with that civ using said mechanics.

Another example, handwave food and growth using general rules (plains? desert?). Don't worry about crop carryover or intelligent farm adjacency bonuses or food trade route management for the AI. But if a storm hits or barbarians are burning fields or there's a siege, or you block the trade routes, then have a related result on population etc.

One of the big problems with having all these interlocked systems is that when you want to, say, hit an AI's "breadbasket" or something and starve them, you've already won anyway if you can do it- knocking out nodes in the happiness/culture/trade system of an opponent fucks them all sorts of ways so you just take whatever city and you win. It's one of those big problems with 4x games and their bag of management features trying to be more like Paradox games.

Through the Ages is the best 4x game by a longshot.

Panzeh
Nov 27, 2006

"..The high ground"

u brexit ukip it posted:

I wish a Civ-like game would go beyond the present era and have one future time period. The old Call to Power games, for all their faults, did this well until you built an AI wonder that then rebelled and took over half your cities

Call To Power II also had a lawyer unit for stealing money from opposing cities. It was insanely 90s.

I'm kinda shocked firaxis never went to public works, it seems way more elegant than worker units but i guess they didn't want to introduce a hammer tax system.

Panzeh
Nov 27, 2006

"..The high ground"
Honestly my main thought is how meaningful late game UUs will be. I really don't care about the historical specifics(I do think the modern supercarrier is more iconic than the F-35 but i also think this game might not even really do carriers much justice- when you have a big spread of history, some things fall by the wayside mechanically).

Panzeh
Nov 27, 2006

"..The high ground"

Charlz Guybon posted:

Designers don't have to ubderstand that. The AI will figure it out

You do actually have to have an understanding of what good outcomes are to make machine learning approaches work- also, pretty much all of our current machine learning success stories are much, much less complex games than any 4x title.

Panzeh
Nov 27, 2006

"..The high ground"

Staltran posted:

SC II only has 6 matchups though, and IIRC there are separate ML AIs for each one.

Yep. SC II is also just a less complex, shorter game than any 4x game, really.

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Panzeh
Nov 27, 2006

"..The high ground"

victrix posted:

remember when rts games were big and there was always a subset of players that just wanted to build a huge base and got extremely angry if you rushed them? same energy

oh, definitely, there's a significant subset of people who play 4x games as a weird version of simcity where they just want to 'play tall' and not get interfered with by people who play more optimally than themselves

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