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Een vertaalprobleem melden
First hoping something fails.. that's sad.
Second I don't think the AI is particularly better or worse, the game just has more cpu cycles to give the ai a chance to breathe and do what it's supposed to do. Like in Civ 6, play a standard game with 4-5 ai civs and there's a vast improvement over playing with 8 or on a large or huge map, where in endgame everything moves like treacle. So in 7 it seems they have made the ai more efficient more able to do it's thing.. for example this is why they probably removed religion, no more millions of missionaries flying around.. more cpu power to think about stuff.
If you want to Civ to talk to you… yes!
If you want to AI to play well Civ… no.
Those ”AI” are systems that predict what word to use next. They are no good if AI should play a game…
We still live in same era that civ1 used aka make desision three AI… if x then do y…
And thatnwill not change for the next 30 to 50 years.
Civ4 AI was terrible. The stack of doom was just so easy consept that even terrible AI could make a stack of doom…
Civ7 leader help AI to replica that stack of doom to certain point. So if you did think that civ4 AI was good, then civ7 AI is closest thing to that… but as I said civ4 ai was terrible… and this civ7 ai is mainly better than civ5 and civ6 AI because game is simpler it to handle unit movement and and some other simplifications. But that makes is civ4 level if you think how much easier the game is now the AI to handle it.
Summa summarum. If you did like civ4, then civ7 is for you! If you waited real AI… you have to wait 50 years more… at minimum!
2K CEO probably.
Though I'd like a future where there is possibility to pick a monster of an AI and try to play with it on even yields.
If you'd implement an actual AI into games similar to capabilities of ChatGPT, Grokh and so on you'd NEVER win a match because it would always pull out a perfect strategy against you and you'd lose every game.
And if you think you'd win you're still wrong. The best chess players in the world are failing against computers.
So what you want is a computer controlled opponent that acts like a human and makes mistakes but still plays by the same rules. That on its own is a huge challenge for any developer because you first have to create something that is capable to stick to the rules and make it smart enough to actually apply to ruleset in a sensible way. And then you must dumb it down enough for an average player to beat it.
If you think you can do that then go and apply at any gaming studio. I'd like to see you do it.
In the end the easiest way for developers to do different difficulties is to create scripts which a computer controlled opponent can follow on any difficulty and then either give it advantages or disadvantes in terms of resources to slow down or speed up progress.
It's basically the same thing in any game you see. Sometimes scripts are more elaborate and sometimes they aren't. The basic principle is always the same though.
How do you make an AI in an FPS game unbeatable? You give them perfect aim meaning they hit you 100% of the time while scaling up their HP pool. How do you do it in a strategy game? You give them a boost at the start (more units, money and settlers).
Pretty much the opposite of a selling feature