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What would you like computer players to be like in this game?

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5 years ago
Aug 10, 2020, 10:10:56 PM

Before I begin, I would like to say I love the concept of instead of playing as a nation, you play as an avatar leading a country which is constantly changing throughout the course of the game.


This however, makes me wonder what computer players will look and act like in this game.


Will they have an avatar that represents their nation? Will there be a set number, say 30, avatars the computer will play as?


Will these avatars have a set personality, such as Sofia the Scientist, who always plays tall and tries to be as technologically advanced as possible, while we have Frank the Warrior, who loves war and expanding and always tries to lead his country in that direction?  (Yes the names are puns I just made up.  Feel free to use them, Amplitude.)


Will they essentially be lunatics who evolve their culture and strategy randomly?


Do we want them to be strategic and change their culture based on circumstances, ergo if they are isolated and aren’t being pressured by anyone, they’ll try to build themselves up and pick nations such as Babylon; or the Harappans, while if they are surrounded and have no good places to found cities, they’ll pick an aggressive nation, such as the Hittites, and try to take cities from other players.


Perhaps an approach that combines elements of all three, where computers have preferences, but they’ll try to play somewhat tactically, while also having a few small elements of RNG in their decisions to keep the game from getting stale.


My personal feeling on this is, I’d like a set number of avatars with personalities I can get to know, so I can have those Civ 4 moments of jumping for joy when I find out Isabella is my neighbor, to the “oh no, I just forward settled Genghis Khan who I didn’t know was there!  This changes my game completely.”  Which is, of course, shortly followed by a war that ends either in me winning or me shouting explicatives, all while hitting that alt f4.


Regardless of how opposing nations are implemented, I’m looking forward to this game and would love to know what other people think/feel about this.

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5 years ago
Aug 11, 2020, 2:48:58 AM

I also hope that the Humankind AI's adjust / react to what's going on around them, while also having an identifiable personality.  This is one of my favorite aspects of Civ V.  For a while, I played Civ V with a mod that made the AI choose random personalities, and I came to dislike the experience.  I like conquerors to do what they do best, and scientific civs to do what they do best, etc.


One of my biggest complaints about Civ VI, which I detest so much I simply can't play it, is that the AI is too random and far too inconsistent.  I think the Civ VI devs tried to stuff too much complexity into the AI leaders' agendas.  In the end, the AI was incapable of balancing these varying agendas, so they inconsistently swung from one extreme to the other, killing role playing and making the entire experience sort of ludicrous.  I hope that the Humankind AI players can be shaped to have an internally consistent set of agendas that, taken together, define each civ's goals and 'personality,'  while reacting appropriately within those guidelines to their geography and opponents.

Updated 5 years ago.
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5 years ago
Aug 11, 2020, 4:06:34 AM

My biggest thing, like all 4X Games, AI seem to always devolve into purely combat. You could try your hardest to make an ally of a nation in Civ 5 and 6, but they'll ultimately just declare war on you if you get to strong. Something Endless Legends and Endless Space also do- Which is making it harder and harder to be friendly to the AI if you are on par or below them. They'll likely always be angry with you. 

Which makes Diplomacy almost silly in both games. Why even have it if it becomes a chore to do? I want certain AI to not go out of their way to declare war on me despite everything I try. That one AI that if you get them in a game you know you can ally with them. Of course, having an "Evil" AI thats hellbent on destroying everyone is also nice, but I find that if every AI player is this, then its boring. 

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5 years ago
Aug 11, 2020, 8:39:19 AM

I do like the idea of a set of personalities that'll recur, it would add a lot of replayability to the game if you saw them recurring and got to know them a bit over playthroughs. That might conflict with the avatar system though if their appearances are randomized, especiaĺly if they don't get personal names along with civilization names.


I've seen a few people asking to be able to make certain ai leaders to play against, so maybe it'd be good to borrow the stellaris approach for the AI avatars? There all the empires on a map can be randomly generated, but there are also set empires like the commonwealth of man that you can make spawn in your game and you can make your own empires that you can make spawn in the galaxy. if they do something similar for humankind that'd allow both the people who want randomly generated AIs, the ones who want set-AI personalities and those with their own "homebrew" AI opponents to be happy.

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5 years ago
Aug 11, 2020, 5:28:43 PM

Yesterday when I created this post; I mentioned how much I liked the civilization 4 system, but didn’t give a lot of reasons as to why, so I’d like to expand upon that now.


First of all if you didn’t like set personalities, there was an option to give leaders random personalities and even let leaders lead other nations; Sitting Bull leading Persia was a thing, when you setup a custom game.


In Civ4, your neighbors really changed how you played the game.  There were aggressive AI’s like Alexander and Montezuma, who were constantly going to war, and you knew that if you spawned next to them, you either had to get ready for a fight or had a lot of micromanaging to do to keep them at war with people who are not you.


Some of this probably seems familiar to anyone who has played other Civ games:  Now let’s talk about the other side of diplomacy, alliances.


In Civ4 if you met a friendly AI, such Isabella or if I remember right Augustus, and shared a religion and kept similar Civics, they were your friend.  They would defend you in wars.  Some people who wanted to win culturally stopped researching new technologies entirely after a certain point, because they knew no matter how bad their military got their friends would defend them.


 Your allies wouldn’t care if you took half the continent, they wouldn’t even betray you if you were about to win.  They’d even vote for you to win diplomatically!


You could trade technology with them, a feature I’m still trying to figure out if I like or not.


To me this is what computer players should feel like in a game.  Leaders with set personalities, some of which you can befriend, who’ll stand by you, and others who you know it’s on the second you see them.

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5 years ago
Aug 11, 2020, 6:26:20 PM

Just stopping by to share a quick answer from last week AMA on Reddit :




Owlexander wrote:
Will these avatars have a set personality [...] Will they essentially be lunatics who evolve their culture and strategy randomly?

That's actually the most detailed answer given by Amplitude so far, regarding the AI : They pick their culture depending on the situation and their personalityNothing much has been revealed yet by the studio though.


But as a personal taste, I would also really like that AI's personality would be deeper and consistent throughout the game, and wouldn't flip to a warmongering beast the way it does in Civ 6 for instance. 

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5 years ago
Aug 11, 2020, 6:30:43 PM
Owlexander wrote:

Some of this probably seems familiar to anyone who has played other Civ games:  Now let’s talk about the other side of diplomacy, alliances.


In Civ4 if you met a friendly AI, such Isabella or if I remember right Augustus, and shared a religion and kept similar Civics, they were your friend.  They would defend you in wars.  Some people who wanted to win culturally stopped researching new technologies entirely after a certain point, because they knew no matter how bad their military got their friends would defend them.


 Your allies wouldn’t care if you took half the continent, they wouldn’t even betray you if you were about to win.  They’d even vote for you to win diplomatically!


To me this is what computer players should feel like in a game.  Leaders with set personalities, some of which you can befriend, who’ll stand by you, and others who you know it’s on the second you see them.

On this note, I like how HumanKind wants be to about the journey instead of the destination (Civ6). 


I could see how fame points are accrued throughout the game can drive Ai personalities. A builder is going to raise wonders while a warmonger is going to scorch the land, but not every era/time period may have enough of their designated culture to please everyone. 


A militaristic AI could be shoe-horned into a agrarian culture. This detour could ultimately benefit them far greater than a militaristic choice in stabilizing their economy and population for the next culture selection. The AI could still warmonger as well, but would still shoot for achieving some fame while agrarian. 

Updated 5 years ago.
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5 years ago
Aug 11, 2020, 6:44:09 PM
Waykot wrote:

Just stopping by to share a quick answer from last week AMA on Reddit :




Owlexander wrote:
Will these avatars have a set personality [...] Will they essentially be lunatics who evolve their culture and strategy randomly?

That's actually the most detailed answer given by Amplitude so far, regarding the AI : They pick their culture depending on the situation and their personalityNothing much has been revealed yet by the studio though.


But as a personal taste, I would also really like that AI's personality would be deeper and consistent throughout the game, and wouldn't flip to a warmongering beast the way it does in Civ 6 for instance. 

Thank you very much, I was unaware of that AMA.  It's great news that The AI will have some form of personality.  Thank you so much for taking the time to share this!

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5 years ago
Aug 15, 2020, 1:11:36 PM

I guess the best way would be for character personality mixed with current and previous culture types effecting it. But they should also play to their strengths and weaksnesses of their situation. I don't want them to be too static and predictable.

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5 years ago
Aug 16, 2020, 2:48:05 PM

I want the AI to have distinctive  personalities while also being focused in all aspects of the game. For example, I don't want an AI that you know is always out to declare war and conquer territories. That would always choose the most military cultures. That would quickly become uninteresting.


I would like an AI that is more aggressive than the mean AI though. That will look to conquer if the opportunies arise, and have like a 60% chance of choosing military cultures each era. That way you know that you have to be weary, but if you build up a defensive force it won't always just suicide itself into it. It might try it, but it might also choose to go after culture.


Likewise I also want more peaceful AIs to be able to go after war as well, if it deems it too advantegeous to ignore, and have a small chance of choosing military cultures as well.


I also think a set number of AI personalities would be better than AI with randomly generated attributes, since you get to 'learn' the AI, and would probably be beneficial to balance as well. Build up a fair amount of competitive AIs, some weak ones and some aggressive ones.


As for the comments about Civ VI, I think the AI in that game is too peaceful, even if it sometimes randomly and very immersion-breakingly declares joint wars without any intention to invade.


Also, what I wouldn't want is immersion-, or fourth wall-breaking AIs that will turn on you because you're about to win. Then the game feels more like a board game than a historic simulation.

Updated 5 years ago.
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5 years ago
Aug 16, 2020, 11:47:55 PM

I think diplomacy was one of the weakest parts of Civ VI. What I want out of diplomacy is the formation of very real economic and cultural bonds between civs. Things like trade agreements or diplomatic marriagas, all of which give both parties strong boosts. The boosts ought to be so strong that declaring war on an ally would have severe economic costs from losing these bonds. 

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