So I'm pretty sure the default ruleset is the civ2civ3 one ? Anyway I've played a few games and wanted to share my thoughts.....somewhere lol. I've been playing large maps with 32 civs but only room for about 5 cities per civilization (if no-one conquers anyone).
In no particular order
1) I only ever saw AI attack with defensive units (Phalanxes were a particular favourite). The only time I've seen something that didn't belong on the Phalanx - Pikeman - Musketeer line was if it bribed a pirate. Even if the AI techs for The Wheel and I don't have Bronze Working yet it never builds a Chariot or similar units.
2) The AI is poor at determining when to peace out. It will generally just spam units (especially Phalanxes), killing its economy and leaving it way behind.
3) I never saw an AI make a trade route
4) I never saw an AI go to the "new world" or really explore with ships
5) I often saw AI building settlers in cities with less than 3 population, sometimes trying to build them in cities with 1 population. Basically it seems like it's just wasting its production.
6) World wonders are often left unbuilt
7) World wonders seem mostly too weak for their production cost. I think the balance would be better if it were more "this wonder makes this city particularly good" and less "this wonder just makes your overall civilization better". I kinda dislike wonders with the "this doubles the effect of libraries" flavour because whoever has the most libraries benefits the most and that player is probably the best placed player anyway.
8) Game seems to be Ancient - two secs in Medieval - two secs in Renaissence - Industrial - Modern. Civ 2 has that pacing problem too.
9) It would be nice if there were more barb settings. Like appearance frequency, tech level (learns techs that 5% of the world knows ? 20% ?) etc. Starting as legions basically means the earliest onset turn you can put is 60 in my experience. I'd like more random horsemen appearing but maybe that was my game settings ?
Default rules dec 24
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Re: Default rules dec 24
Everything you mentioned in #9 can be accomplished via Lua script (which you create or add) within the game. See "The Shadow Vales" scenario, as an example of wildly different Barbarians, among other things.
The computer-controlled tribes vary more when there are more available options and ranges of values. Disabling features or reducing variance in land (quantity and terrain types), startunits, extras, specials, huts, and so on, will tend to homogenize the behavior of the computer-controlled tribes due to fewer available choices.
"The Shadow Vales" is also an interesting scenario for comparing the course of the game with only computer-controlled tribes vs. the massive difference that one human player can make. When I'm an observer, the computer-controlled tribes don't diverge much for 350 turns (except that those targeted by the Barbarians do not fare well.) When I am a player, I win the game with "Allied Victory" between turn 145 and 200 every time.
The computer-controlled tribes vary more when there are more available options and ranges of values. Disabling features or reducing variance in land (quantity and terrain types), startunits, extras, specials, huts, and so on, will tend to homogenize the behavior of the computer-controlled tribes due to fewer available choices.
"The Shadow Vales" is also an interesting scenario for comparing the course of the game with only computer-controlled tribes vs. the massive difference that one human player can make. When I'm an observer, the computer-controlled tribes don't diverge much for 350 turns (except that those targeted by the Barbarians do not fare well.) When I am a player, I win the game with "Allied Victory" between turn 145 and 200 every time.