The current implementation of AI difficulty bonuses heavily favors the early game and tapers off towards mid and late game. This is the opposite of that we'd want. In the early game the AI is largely fine-as is. Stuff like movement speed bonuses and attack bonuses feel especially out of place, even the scaled back versions feel "unfair".
I know, calling godlike difficulty AI unfair is cringe. But it makes sense if we consider why we want to give the AI bonuses in the first place: An experienced player is able to leverage greater bonuses then the AI can get without assistance resulting in a boring game as they massively outscale the AI past the early game. Difficulty bonuses need to scale to match the scaling skill mismatch.
In the early game, the AI is fine. You guys have a good AI when it comes to colonizing and seizing resources. But as we optimize our planets into economic juggernauts, the AI starts to struggle, and the player loses interest. The higher difficulties exist to help the AI match what the player can already do, so they can be competitive, not to provide an unfair advantage.
What we want is for difficulties to keep the AI on the player's level (or above it) consistently from early game to late game. What we want to avoid is making the AI insurmountable until the player hits that "sweet" spot where they've caught up to the AI, followed by the subsequent player outscaling the AI and getting bored.
While ideally an AI would be able to optimize their planets and fight as good as a player, in practice it's not worth the squeeze for you guys to try to create an AI that can pass the Turing test.
Recommend:
Deity on regular Civilization is basically the same way. Minus the movement bonus.
Yes the civilization series has the same issue.
It's been a growing problem for the series. Civ 5 added 1UPT, which made the AI uncompetitive in combat, so they needed to give the AI combat bonuses. In Civ 6 they added districts and adjacency bonuses (functionally similiar to Galciv's buildings), which allowed the player to scale much better.
Deity in civ 4 is a whole other beast then diety in civ 6. The same formula isn't creating the same outcome.
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