Opportunity Costs in Civilization 6

One of the most important concepts I learned in economics is the idea of opportunity costs.  Every action we take has a cost, not just the cost of the action itself, but the cost of *now not being able to do something else* with either the time or money or both that we just spent.  

A simple example: a company only has 100$ to invest in a machine.  If they buy the machine that makes blue widgets, they can’t also buy the machine that makes red widgets.  Thus, buying the blue widget machine doesn’t *just* cost 100$, it also has the *opportunity cost* of not buying the red widget machine.

There are also opportunity costs with time, if you decide to go to Europe for your holiday vacation, you can’t also go to South America at the same time.  So the cost of going to Europe isn’t just the cost of the time and the tickets, it’s also the opportunity cost of not going to South America (or anywhere else) as well.

As an aside, this is why for some people it can make sense to NOT go to college EVEN IF college were totally free.  The cost of going to college includes the *opportunity cost* of not having a full-time job (if you’re a full-time student).  

A comedian once made a joke that, after graduating college he couldn’t find any work “because the dropouts already had the jobs.”  A funny joke, but it demonstrates a point:  You spend 4 years getting a degree, but if that degree doesn’t measurably increase your employment prospects, you could have been better off spending those 4 years getting work experience at a full-time job.  You could not only get the money that a full time job gives you, but the experience itself would increase your employability and ability to get better jobs.

So the education and degree you’re seeking needs to increase your employability *more* than just doing 4 years of work.  If not, then it’s a net loss *even if your education was free* because you had the *opportunity cost* of not getting those 4 years of work experience.

But I didn’t want to blog about college, I wanted to blog about Civilization again.

The non-gamers in my audience may be tired of my gaming blogging, but I’ve spent a lot of this holiday season playing Civ IV and Civ VI with friends, so I’ve been thinking about this.

I complain that in Civ VI, some of the leaders seem to have traits that are utterly worthless, they don’t feel like they improve your Civ’s abilities any more than having a vanilla Civ with *no* traits.  Eleanor of Aquitaine is one of these, her ability to culture-flip cities feels very underpowered and completely useless, and doesn’t make her any more powerful than a Civ that doesn’t have any abilities at all.

My friend shoots back at this by saying that if you put a lot of resources into it, you can set up a situation in which you culture-flip whole continents in an instant.  And yes, this is theoretically possible.  Does that mean Eleanor is “very powerful in the right circumstances?”  No.  Because of *opportunity costs*.  

See, the cost of putting all your resources into Eleanor’s culture-flipping ability is that *you can’t put those resources into other things*.  You can’t research technologies or build military units if you are instead spending your entire GDP on culture buildings.  Culture isn’t free, and it doesn’t just cost what it costs to produce it, it has the *opportunity cost* of not doing anything else with that money and production.

So in any situation where Eleanor can “culture flip a continent” by spending an absurd amount of resources on culture, any other Civ could just use those resources to win the game with military, or science, or even diplomacy.  

Eleanor’s ability is useless not because you *can’t* use it to do things, but because the amount you have to spend to make her ability not-useless could instead be better used to win the game in *any other way at all*.  Her ability has an *opportunity cost* in that if you try to use it to its fullest, you are by definition not using those resources on better strategies that will win you the game more easily.

And that’s what I feel about a lot of the Civ VI leaders.   Some  leaders have abilities so minor they don’t feel impactful.  Some have abilities that completely change the nature of the game.  And some like Eleanor have these abilities that are actually traps, because the opportunity cost of trying to use their ability to its fullest makes you worse off than if you’d ignored their ability and played the game normally.

People didn’t like Civ IV’s leader system because every leader drew from a limited pot of abilities.  Gilgamesh is Creative/Protective, while Catherine the Great is Creative/Imperialistic.  From my perspective, that’s unique, *no one but Gilgamesh has that specific combination of traits*.  From other people’s perspective though “they’re both creative so they’re too similar to be cool.”  

These people who say this seem to really be drawn to Civ VI because every leader has *completely unique abilities* not seen anywhere else.  But from my perspective “many of those abilities are worse to use than just ignoring the ability and playing the game normally.”  Leaning into your “special ability” can have an opportunity cost, and no one but me seems to recognize this.

So in the future, please think about opportunity costs, both for college and for your video games.  Making a nation have a super special ability isn’t actually cool if leaning into that ability makes you worse off than if you’d ignored it and played the game normally.   Opportunity costs are real, even if not everyone understands them.

Why does the Civ VI AI feel so incompetent?  Part 2: Examining how it was made. 

When I was last writing about the Civilization series, I was complaining about how the AIs in Civ VI feel much stupider than the AIs in Civ IV.  I encourage you to read that post, because this one is a direct follow-on. 

In brief, there were a lot of ways AIs could threaten you in Civ IV.  They could send their military to attack you, they could use their production to build wonders before you could, they could use their culture to steal the hearts and minds of your people, making your own cities flip to their side in the process. 

In theory, all these methods still exist in Civ VI, but the AIs are very incompetent at executing them.  None of the Civ VI AIs can threaten you with their military, wonder-building, or culture the way AIs could in Civ IV.  And I think the reason is one of Civ VI’s biggest selling points: unstacking the map. 

See, Civ IV militaries came in “stacks,” where 20 to 100 different units could all sit on one tile together and attack wherever they wanted.  Defeating these stacks meant you had to have a stack of units all your own, and some people complained that this made warfare just a numbers game without any tactics.   

I think those complainers were dead wrong, but regardless Civ V was the first game to “unstack” the military, forcing 20 units to all sit on 20 different tiles instead of stacking together to attack you.  Civ VI continues this trend, and coincidentally Civ V and Civ VI have the same problem in which warlike AIs are incredibly bad at war.   

But while Civ V was the first to unstack the units, Civ VI went further in “unstacking the map.”  In Civ IV and Civ V, your city could have any number of buildings in it that you wanted, built at any time.  So you could build a Forge for +25% production, a Library for +25% Research, a Market for +25% gold.  The question then becomes, which buildings should you build, and in what order? 

If you already know you’re going to build all 3, then you should build the Forge first.  It’s bonus of +25% production will speed up how fast you build the Library and the Market after its finished.  But maybe you are in a severe economic crunch, and you just NEED GOLD NOW.  In that case, maybe build the Market first, and then maybe skip on the library and forge so you city can focus on producing wealth and not spend its scarce resources building infrastructure. 

Or maybe your city produces a lot of science, but almost no production or gold.  Is it worth building the Market and Forge in that case?  Maybe you should *just* build the library and be done with it. 

These are all simple ideas, and you can easily see the AI thinking of the game like an excel spreadsheet and just trying to maximize its values at the end.  The AI sees its running out of gold, it builds markets in response.  It sees a city with high science, it builds a library there.  It sees a city with good everything, it builds Forge first, then Library and Market after.   

The AI in Civ IV is really just deciding what order to build things in, and when.  Its goals can be thought of as simple profit-maximizer functions, and it can be coded in the same way.  The programmers who actually built this AI then had a straightforward job in front of them: adjust how the AI weights each one of its goals until you find a system that makes the AI play reasonably well.   

You can downweight Libraries if your playtesting reveals that the AI is going bankrupt by building those instead of Markets.  You can upweight Forges if the AI is foregoing them to focus only on science and gold.   

Up- and downweighting just chances where the AI puts its build orders in the city queue, and while there’s a lot more to build in Civ IV than just Forges, Markets, and Libraries, the build queue itself is quite simple to grasp. It’s easy to visualize the build queue by just writing it out, and it makes sense that you could try to use it to improve the AI’s intelligence while sitting in front of your computer trying to program the game. 

But with unstacking the cities, there’s no longer just a build queue.  It isn’t just about *when* you build things, but also *where*.  Even explaining this system through text or a spreadsheet is difficult, and you’ll see what I mean.  And I believe that this difficulty made it harder to program a “good” AI.  Because instead of a simple build-queue that can be thought of as a profit-maximizing function, you’re suddenly solving a *graphical* problem instead. 

So here’s an example of unstacking the cities.  In Civ VI you’ll still build the equivalents of Forges, Libraries, and Markets.  Only now Forges give bonus production for being near mines and quarries, Libraries give bonus science for being next to mountains, and Markets give bonus gold for being on a river.  Each building can’t stack on top of another building, so you can’t place a Library where you already put your Forge. 

Let’s say we have a city that’s just south of a river, near a mountain range immediately to its west, and has some mines on the opposite side of the river near the mountains (so northwest from the city).   

Well if you put down the Forge near the mines (so across the river), you invalidate using that spot for your Market.  If you then put your Market down on this side of the river, you no longer have any room to place your Library near those mountains.   

Is this easy to visualize in your head?  Do you think it’d be easy to try to program an AI to maximize its bonuses in this system?  I don’t think so, and I think this might be a fundamental problem with the Civ VI AI: it can’t think in terms about graphical problems, it only seems to think about functional problems.  And I think that’s because the programmers programming it also had trouble solving the graphical problems because translating a graphic problem into code isn’t something most people are used to. 

And I think this is the case because Civ IV’s AI *also* had a fundamental difficulty of solving graphical problems.  Most of Civ IV’s gameplay was like those profit-maximizing functions I talked about above: what do you build or research and in what order.  But *where* to place your cities is a more graphical problem, and it was one problem the AI was unusually bad at. 

Here’s an example of Civ IV’s graphical problem: where to settle your city?  You’re playing as Egypt, and Egypt’s special unit is the War Chariot, which requires Horses.  You see there is a Horse resource a ways east of some Wheat, and to the northeast of the Horse resource is Fish.  Wheat and Fish both provide a lot of food, and food is the most important resource of all in Civ IV (as it is in real history).   

So you want to maximize your food AND get the Horses, but how can you get all 3 of these together in a single city?  Settling closer to the Wheat gives you a city that’s off the coast and can’t get to the Fish.  Settling closer to the Horses means you have to wait until borders expand to get either the Fish OR the Wheat.  Settling closer to the Fish means you have to wait until borders expand to get the Horses. 

Again, this problem of where to settle cities is probably very hard to visualize.  And while a skilled player will quickly learn to solve this problem, it seems the Civ IV programmers couldn’t get the AI to solve it.  The AIs will regularly settle cities in terrible spots where they can’t get any resources or can’t get as many resources as they *should* get. 

Again, I think the graphical problems of Civ IV were harder for programmers to visualize and program for than the profit-maximizing problems, and that’s why Civ IV is worse at the game’s graphical problems, like settling cities, than it is at the profit-maximizing problems, like when to build its Forge, Library, and Market. 

I think as the games’ problems have become more and more graphical, the programmers who are used to coding functions haven’t been able to keep up.  And that leads to a severe disconnect between how the programmers want the AI to behave an how it actually does. 

I think my final piece of evidence for this is the 2021 patch for Civ VI/ 

In the Civ VI 2021 patch, the Devs tried their damndest to finally make the AI smarter.  They did this by making the AI overemphasize science to a ridiculous degree, hoping that if the AI could have a tech lead against the player than all its other problems would fall into place. 

This didn’t work because the AI was still building Libraries in terrible places, it was just now building more of them and invalidating good locations for Markets, Forges, and everything else.  The huge overemphasis on libraries created AIs that would blow through the early-game research before stalling out due to a lack of money and production to build buildings in the later eras.  The AIs still couldn’t win technology victories, or even beat the player in technology, but when you captured their cities you’d find tons of libraries built in spots that should have had a Market or Forge. 

It sounds like the Devs faced exactly the type of graphic problem I’ve described, but tried to solve it with a profit-maximizing solution.  The AI can’t research well?  It’s very hard to teach them *where* to place libraries, so just tell them to build *more* of them.   

I don’t know what can be done to fix this, maybe force the devs to have a copy of the game running on a second monitor as they program, or introduce some training about how to translate a graphical problem into a code-able solution.  But I think this difficulty of solving graphical problems is why the Civ VI AI is so much dumber than the Civ IV AI, all the biggest problems in Civ VI are graphical. 

Why does Civ VI AI feel so incompetent? Part 1: Examining the AI in its natural habitat.

I’ve talked before about Civ IV and Civ VI, two great entries in the much-beloved Civilization series of video games.  I’ve talked before about how the Civ IV AIs feel like they’re a lot “better” at playing Civ IV than the Civ VI AIs are at playing Civ VI.   

Civ IV AIs aren’t smart, they make dumb mistakes, but they are competent and threatening both to the player and each other.  Civ VI AIs are incompetent and unthreatening, they simply don’t know *how to win* even if they are OK at surviving and acting as a speed bump.   

Let me get deeper into how the AIs could “threaten” you in Civ IV.  I don’t know if “threaten” is the right word, but we’ll go with that.

The most obvious way an AI can threaten your empire is they could go to war with you.  A warlike leader like Alexander the Great could just build military units nonstop and attack you.   

But that’s not the only thing AI leaders could do, they could also build wonders that you wanted to build.  In Civilization, there are these unique buildings called “Wonders” which can only be built once in the entire world.  Think of the Pyramids, the Great Wall of China, or the Statue of Liberty.  Every Civ in the game gets a chance to build these wonders, but whoever built it *first* gets the wonder and all the benefits of that wonder, while everyone else gets a crummy consolation prize.   

These wonders gave powerful benefits, The Great Wall for instance would completely stop barbarians from entering your territory.  You might really want that wonder to protect yourself.  So let’s say you start building the Great Wall, but another Civ across the map finishes their own Great Wall mere moments before you were about to finish yours. They get the Great Wall with all its benefits, you get no Great Wall and a crummy consolation prize, AND you invested a lot of production into that wonder that you could have spent on something else.   

An industrious leader like Rameses had the perfect traits to outbuild you in wonders.  So if he was on your map, you had to really plan and strategize how you were going to beat him to get those wonders for yourself. 

AI leaders could also threaten you culturally.  Civ IV had an elegant way of using culture, in that culture decided what parts of the map your empire controlled, and thus what parts you could extract resources from. 

Consider two AI leaders, Julius Caesar of Rome and Louis XIV of France.  They settled their cities right next to each other, and between the Roman and French cities lies a gold resource.  Gold is incredibly valuable, not only does it give you money in Civ IV, but it also counts as a luxury resource that makes every city in your empire happier.  Controlling that gold is key to building a wealthy and powerful nation. 

Caesar is a warlike leader though, he’ll be building non-stop military units in his city.  Louis is a more cultural leader, he’ll build libraries, theatres, that kind of stuff.  These cultural buildings put cultural pressure on the people living between the two Empires, those people will start to adopt more and more French fashion, language, taste, and more and more of them will call themselves French and not Roman.  Because they call themselves French, they’ll work for the French Civ and not the Roman Civ, thereby giving France control over the gold.   

So through the power of culture, France will control the gold and Caesar won’t.  And since Caesar never builds anything but military, he won’t put out the cultural pressure needed to counteract the French culture pressure.  Eventually, French culture might be so strong that the people Rome might get converted into being French, they’ll want to join the French Civ rather than remain Roman because French culture is so dominant.  It will take a lot of military police for Caesar to keep the his people in line, and even then they may revolt out from under him. 

Which is why Caesar usually declares war on cultural Civs that settle next to him. 

But anyway, this cultural pressure is *yet another way* for Civ IV AIs to threaten you.  It’s not enough that you settled powerful cities in good spots, you also have to keep your citizens happy and build then some cultural buildings.  If you don’t, an AI like Louis can settle on your border and convert them all out from under you. 

All these three things: wonders, culture, military, are ways that the AI in Civ IV could affect and threaten you.  You weren’t just playing a game all on your own, Civ IV had AIs on the board who would mess up your every plan at the slightest opportunity, with their military, their wonder-building, and their culture.

Military, wonder-building, and culture all still exist in Civ VI, but the AI can’t really use them to affect a human player. 

Let’s go back to our war example with Alexander.  In Civ IV, Alexander’s main mode was to declare war by marching a force across his enemy’s border that was twice as large as their entire army.  All of these military units could move and attack together, so 20 units could move right next to an enemy city and attack the single archer that was guarding it.  With such a large force, Alexander was basically guaranteed to conquer several cities in his path before his enemies could mount a counter-attack. 

In Civ VI, Alexander is still a warlike AI who likes building units.  But Civ VI has 1-unit-per-tile (abbreviated 1UPT), so all those 20 units are spread out across a very wide area, and they get in each other’s way when they try to move.  If the unit at the front is attacking a city, every unit behind it is blocked from moving forward, and they have to all awkwardly shuffle around to find their own vectors of attack.   

Rather than overwhelming his enemies 20-to-1 like Civ IV Alexander, Civ VI Alexander has his units attacking piecemeal, one-at-a-time, because he can’t get them all into the same place at the same time.  You’d think his 20-to-1 advantage would still ensure he eventually wins, but Civ VI has so many defender advantages, and so many ways to heal units, that his attacks end up petering out in most cases. 

Civ IV Alexander would conquer Civ after Civ until he faced someone with enough of a technology edge to counter his numerical edge.  Civ VI Alexander rarely even takes border cities, and almost never conquers entire Civs.  

How about that wonder example from earlier?  In Civ IV, wonders require a certain technology in order to unlock them, and can be built faster if you have a special resource like Marble or Stone.   

Rameses’s MO was therefore to bee-line for technologies that let him build wonders, try to grab any Marble or Stone he could find, and build his wonders in whatever city he had the most production in.  That was usually enough to net him most of the wonders, and you’d have to bee-line those technologies yourself and outpace him in raw production if you wanted to get any. 

In Civ VI, Rameses is still in the game, still obsessed with building wonders, but he is now MUCH worse at it.  The thing is that wonders now have a lot of specific requirements in order to build them.  You can’t just build the Colosseum in whatever city you choose, you can ONLY build it on FLAT land NEXT TO an entertainment district that ALSO has an Arena in it.   

AIs are really bad at building districts, they always seem to have way fewer than they should and often those districts are placed nonsensically.  The AI also doesn’t plan ahead with their districts, they will happily place their entertainment district in a spot surrounded by hills and mountains so that they have no flat land to build the Colosseum.   And even if the AI builds an entertainment district next to flat land, there’s no guarantee they’ll eventually build the Arena in that district that is required to build the Colosseum.

Many of the wonders in the game have strict requirements like this, so aside from the few wonders with very loose requirements, Civ VI Rameses is just structurally incapable of building wonders.  The Colosseum unlocks in the classical age, and it is a very powerful building, you’d think Rameses would want to build it.  But I can still lazily pick it up in the industrial age *centuries later* because AIs like Rameses will simply *never satisfy the requirements to build it*.   

In Civ VI I don’t need to bee-line technologies, or have super high production.  I just need to be mindful of the wonder’s requirements, and I can build almost any of them at my leisure. 

Finally let’s talk about Culture.  Louis XIV isn’t in Civ VI, but Eleanor of Aquitaine is.  When Eleanor leads France, they should be a cultural powerhouse just like under Louis, right?  Not really. 

See, there’s no cultural struggle in Civ VI like there was in Civ IV.  France can’t settle next to you and steal your gold tile away with culture.  Instead Civ VI works on a first-come-first-served basis, if you get the gold tile first, it’s yours forever barring some unbelievably rare circumstances.   

And in fact, the map is so open in Civ VI that you’ll rarely see a Civ next to you at all.  Civ IV was a mad dash to settle the map before anyone else.  If you were slow, all the good resources (like the gold) would already be taken before you could get to them, leaving you with no resources of your own.  At that point, the only way to get your resources in Civ IV would be either war (like Alexander) or culture (like Louis). 

But Civ VI has more resources than it knows what to do with, I often stop settling cities not because there’s no more room but because I no longer want to have another city to manage.  If someone does take a gold resource, well that sucks, but I can probably find another gold resource somewhere close by.

So my cities very rarely are right on the border with another Civ’s, meaning that even if she wanted to, Eleanor couldn’t steal my tiles like Louis could.   

And besides, the AI can’t build culture any more than it can build wonders.  As I said, the AI doesn’t build enough districts, and they certainly don’t produce enough culture from those districts to matter.  You can’t culture flip tiles, but you can still culture-flip cities, and Eleanor’s special ability in Civ VI is supposed to let her better at this than anyone else.  She’s so good, Civs can’t even use their military to keep cities in check the way Caesar could in the Civ IV example.   

But when I’ve played against AI Eleanor, she never has any success with culture-flipping.  She doesn’t produce enough culture districts, she doesn’t produce enough culture, and her cities are usually so far away from mine that her culture-flipping couldn’t happen even if I ignored culture entirely and went for a pure military victory. 

I wanted to make this point about how the AIs in Civ VI don’t seem to play their game as well as in Civ IV.  I’ve harped on this point a lot over the years, but I wanted to bring in some specifics because in my next post, I’d like to tackle the *why*.  I don’t know for sure, but I think that a very important change in the Civ series made coding AIs for it a MUCH bigger headache, and that has led to stupider AIs overall. 

Stay tuned… 

Civilization VI and the No City Challenge

Let me tell you a hilarious story, then later get technical about why it happens.  

The Civilization series of games gives you control of a civilization and asks you to “win” history.  You can win by conquering the world, or by having your civilization elected supreme leader, or my researching enough technology to escape the cradle of earth and go out to colonize the galaxy.

But fundamentally civilization is about cities.  Cities are where everything happens, you build your military in cities, you get money from cities, you get research from them, your civilization is nothing without its cities, and when your last city is lost, you are defeated.  

It makes sense then that you want to always have *more* cities so you can have *more* stuff.  Two cities give you twice as much of everything as just one, a third city upgrades you 50% from two and so forth.  The Civ games have tried to put limits on “infinite city spam,” but generally *more* cities is always better than *less*.

That’s why the One City Challenge is such a challenge.  The One City Challenge is a longstanding challenge for Civilization veterans, demanding you win the game using *only one city*.  This means staying unconquered long enough to either diplomacy yourself into the World King, or research your way into galactic colonization.  

But the One City Challenge is nearly impossible when you’re up against AIs building as many cities as they can.  I’ve never beaten the One City Challenge, and most who do beat it do so on the lowest difficulties.  Beating the One City Challenge on Deity (the hardest difficulty in the game) is only for Civ Masters with a *lot* of luck on their side.

But Civ VI introduced something new, wonderful, and stupid.  Civ VI introduced the No City Challenge, and it’s doable on Deity.

See in Civ VI, the Maori civilization starts with the ability to sail the oceans, and their starting settler and warrior both begin in the ocean.  It’s easy enough to send the settler and warrior way down to the artic ice caps and hide in the ocean forever, never meeting or even interacting with any other Civs (because who would explore the desolate ice caps in this game?).  Now you’re playing the “No City Challenge,” an attempt to win the game while hiding in the ice caps and never even settling a city.

But how on earth would you *win* this challenge?  No city means no research, no money, no production.  You could never settle the galaxy OR be elected world leader this way, could you?

Well galaxy no, world leader yes, because Civ VI also has a hilariously broken victory condition.  

In previous Civilization games, Diplomatic Victory required a majority of the world’s population to vote for you as leader.  This meant you needed to make very good friends with a good number of the other Civs, becoming allies and trade partners, and being such good friends with them that they’d be willing to elect you leader, even though it meant giving up their sovereignty to you.

Civ VI doesn’t do this though, instead Diplomatic Victory means collecting “diplomatic points” until you have 20 of them, and 20 points means you win.

But how do you get diplomatic points?  Some ways still rely on production and money, for example you can help out after natural disasters and build wonders of the world to gain diplomatic points.  

Clearly those ways are unavailable if we’re hiding out in the ice caps, so the No City Challenge instead relies on the World Congress, which is hilariously broken in its own right.

The Civ VI World Congress starts up once enough time has passed for the game to reach the medieval era.  At that point, every Civ will gain the opportunity to vote for random “world congress resolutions.”  These resolutions are chosen at random, you have no control over them.  And they’re binding on you, even if you’ve never met half (or all!) of the other nations in the World Congress.

And these resolutions make no sense when you think about that.  For example, our real world has done a lot of work banning Ivory hunting, even though Ivory was considered a luxury centuries ago.  The Civ VI world congress can also ban Ivory, but it does so even if the people voting on the resolution have never met each other.  So you can have a situation where people you’ve never met, on the other side of the world, are now enforcing an ivory ban on you even though your own ruthless Civ sees nothing wrong with Ivory hunting.

Anyway, any time you vote for the winning “side” of a resolution, you earn a diplomatic point.  Even if the vote wasn’t close, *even if you only casted a single vote*.  If the world votes to ban Ivory and you also voted Yes, you get a diplomatic point.  

You get votes according to how many cities you have *but you also always get 1 vote no matter what*, and here’s where we come back to the No City Challenge.  Our Maori Civ hiding in the arctic still gets to vote in the World Congress, even though they don’t have any cities.  It’s also *very* easy to predict how the AIs will vote, and very easy to know which World Congress resolutions will pass or not.  So if our Maori Civ can just cast their 1 vote for the winning resolution each time, they can rack up Diplomatic Points until they have 20 and they win.

Think about this, a Civ sitting in the arctic, never founding even a *single* city, has “won” because they voted for the winners in every election of the World Congress.  The other Civs of the world have determined that the Maori (who they never knew existed until now, wait how did their votes even get cast?), the Maori who have zero cities mind, are truly the skilled diplomats the world needs to lead it to peace and prosperity.  And these Civs (who again, *have never met the Maori*) will give up their spaceships and their weapons of war to let these Diplomats rule the world.  

And this isn’t even a theoretical victory condition, it’s actually happened.  Several times.

This insane “victory condition” comes about because the AIs in Civ VI are very bad at *winning* even if they’re pretty good at *not losing*.  See, the World Congress is Weird and Broken, but even then, previous Civ games would never have seen this type of victory because an AI would have won some other victory before then.  Previous AIs were pretty good about conquering each other, culturally dominating each other, or reaching Alpha Centauri alone, especially if the player wasn’t there to stop the strongest Civ from running away with the game.  And that’s what the rest of this post is about, Civ VI AIs can’t easily *lose*, but they can never *win*

I recently got the Civ VI bug again and wanted to write about it.  I made some posts long ago discussing how Civ VI is the only Civ game I’ve ever beaten on Deity (the hardest difficulty level).  This isn’t really because I’m good at the game, it’s because the AI is bad at it. 

See, there are really two sides to “winning” a game.  One side has to lose, the other side has to win.  This seems obvious, but let me be clear: the AI in Civ VI is *really really bad at winning*, so much so that if the player can even become *moderately good at not losing* then they are guaranteed to win eventually, even if they themselves are bad at winning.  

Let me compare Civ VI to its predecessor, Civ V.  I once played a very high-level game of Civ V with Polynesia.  I settled islands, I built my navy, and since this was an “archipelago” map where there was lots of water everywhere, this made me undefeatable in war.  

See Civ V made it so that land units traverse the water by just walking into it and conjuring up a boat for themselves (maybe they built their boat on the land).  But these land units are completely powerless in water, they are instantly destroyed by any true naval unit.  A roman trireme can attack a division of marines, and as long as the marines are on the water the trireme will win and take zero damage.

So in this Polynesia game, my main war strategy was to bait enemy land units into the water and slaughter them with my ancient, obsolete ships.  I would repeatedly send triremes against marines and modern armies, and win with no casualties because the AI never build naval units to defend their sea-borne land units.  

It was impossible for me to lose.  But I was never going to win.

See although I had an impregnable military, my economy was in dire shape.  High level AIs get obscene bonuses to production, research, and the economy.  My enemies were in the Industrial Age while I languished in the Renaissance, and even if this didn’t matter militarily it would soon matter technologically.  

Civ has always provided a number of ways to win, both through war *and* peace.  You could conquer all your enemies, or you could build a spaceship to Alpha Centauri and say neener-neener as you colonize the galaxy, that also counts as winning.  Well my enemies were clearly going to get to Alpha Centauri while I was still figuring out coal and oil.  They were going to *win* even if it it didn’t feel like I would *lose*.  

Militarily, I was unstoppable.  Culturally, I was fine.  Economically, I punched above my weight.  But in the end, my enemies could always win through Technology, and win they did.

This story is meandering, but it proves an important point: winning isn’t just about *not losing*, it isn’t just about staying in the game and staying active.  There are victory conditions that the AI can still meet, and they can use those to win even if they don’t knock you out of the game, even if it feels like you never “lose.”

Civ VI though, Civ VI AI’s don’t have this.  Civ VI AIs are like me in that Polynesia game, they’re good at *not losing*, they’re terrible at *winning*.  And in fact they’re so bad, that they are almost incapable of winning at all.  

The Civ VI AIs are terrible at building a spaceship to go to Alpha Centauri.  They are incapable of achieving cultural or religious domination.   They will never conquer most of their neighbors.  And with those being the main ways you can win, a player playing competently will *eventually* luck into one of those.  So long as a player just *doesn’t lose* they can slowly crawl their way into *winning*, even though the AIs are strong enough that they *should have won long ago*.

Coda to my thoughts on Civilization 6

I recently wrote about how the AI in Civ 6 seems to be worse at its own game than previous Civ games. I want to give a shoutout to the youtuber Sulla whose “AI survivor” series put this into sharp contrast for me. Sulla sets up games of Civilization 4 that pit the AIs entirely against each other, with no player involvement. He then looks to see how it all turns out.

In Civilization 4, the AIs will usually manage to conquer each other. The games start with 8 AIs and it’s never been the case that they all survive to reach the end of the game. On the other hand in Civ 6 I rarely see even a single AI get eliminated unless I’m doing the eliminating. It just goes to show how passive the Civ 6 AIs are, and how utterly incapable they are at using 1upt and the rules of their own game.

Just something to think about.

Civilization 4 thoughts

Playing Civ 6 made me nostalgic for Civ 4, so I made it my project to get better at it.  I’ve been watching videos from Sullla’s channel (a big Civ lp-er) and have learned a lot of good stuff that helped me in Civ 4

Now to start with this victory wasn’t exactly easy.  I took the most broken, OP leader in Civ 4 (Huana Capac) and used a map-type that the AI does really poorly in (highlands with dense peaks, AI pathfinding screws up).  Even then I did a tiny bit of save-scumming at the beginning to fight off the barbarians.  But once things were going, I found that a Civ 4 game can be really easy… when it acts like a Civ 6 game.  Let me explain:

The reason Highlands map is so easy is as I said the AI’s pathfinding screws up.  I never got war declared on me during my Emperor level game, my only neighbor was Charlemagne who loved me because I adopted his religion, and my other close neighbors fought inconclusive wars amongst each other with no territory changing hands.  This let me sit back and tech away, *and that’s also how I won my Civ 6 deity game*.  It’s made me definitely appreciate that one of the big things holding back Civ 6 difficulty is the AIs’ inability to conquer each other and snowball out of control.  In a normal Civ 4 game one or more AIs will declare war, conquer their neighbor, and suddenly roll right up to the player’s boarders with the world’s largest army in tow.  A successful conqueror loses relatively few units to gain a lot of territory, and unsuccessful one throws away all their production producing units.  This helps AIs snowball when they focus on conquest. I don’t know exactly why Civ 6 AI is unable to conquer each other (OK I do, it’s 1upt) but this failure is a large part of the reason why I think they aren’t able to challenge a player once you escape the early game and are in the midgame.  No single AI will be so far ahead of everyone as to be unstoppable, everyone is usually around the same size.

So that’s a bunch of random thoughts, but it’s what I thought of when playing Civ 4.

Civilization (the game) thoughts

I don’t know if I’ve blogged about Civilization 6 before.  The game has received its final DLCs and the devs have all but left to work on Civ 7, so I guess being 5 years late is the perfect time to talk about it.  Warning, this is a long post.  Also warning, I do enjoy Civ 6 and pretty much every Civ game I’ve ever played, but I will be very critical in this post.

To step back a moment, I’ve played every Civilization game since 3.  Most Civ games have a difficulty scale with funny little names, but basically there are 8ish levels of difficulty, and the AI gets progressively more bonuses as difficulty increases.  In 3, I could barely win on difficulty 3 of 8.  In Civ 4, I could reliably win on difficulty 5 of 8, and sometimes 6 of 8 (Emperor) with the right setups.  In Civ 5, I could win on 6 of 8 reliably, and once managed 7 or 8 using a broken setup and a lot of savescumming.  

Difficulty level 8 of 8 is always called Deity, and it is always an exceptional challenge with the AI receiving ludicrous bonuses to every single statistic.  I have never beaten any Civ game on Deity.  Until Civ 6.

Civilization 6 was the first game I beat on Deity and the crazy thing is I don’t actually think I’m better at Civ 6 than I was at Civ 4 or 5.  I know I’m bad at Civ 3, but that’s because I hate the trading mechanics.  But with Civ 6, I genuinely think it’s just an easier game than its predecessors in an interesting and perhaps bad way.

To start off, let’s discuss how the Civ games make higher level AIs difficult.  They don’t particularly add any new mechanics or strategies, they just give the AIs big multiples to everything they do.  At high levels, an AI city will grow 50% faster, train units 50% faster, build buildings 50% faster, and they start with free technologies.  At the highest difficulty of Deity, the AI also gets to start with 2 settlers to the player’s 1.  That means that on Deity, the AI will start with twice as many cities as the player does, and each city will be 50% more productive.  

That’s a big hole to dig yourself out of, but the player has much better knowledge of the game mechanics and so a very good player can still win, even on Deity.  

The thing is that the AIs understood the game mechanics in 4 and 5 a hell of a lot better than they do in 6.  Some would say 6 is more complex, but I don’t buy that, I think in many ways it has (thankfully) been made simpler and more streamlined for easier access.  But I do think the Civ 6 AI understands its own game a lot worse than 4 and 5.  

It comes down to “one unit per tile” or 1upt as it’s known in Civ circles.  In Civ 4, you could stack as many buildings and as many units on a tile as you wanted.  Want your city to have a forge, a market, a theatre, and be garrisoned by 10 archer units?  Go ahead.  Civ 5 changed this in that only 1 archer unit can ever fit on any tile, but they didn’t update the AIs to make them good at this new system.  There’s a complex juggling act that is needed to make all your units be effective when you can’t stack them all on a tile.  And the AI is not good at this juggling act.

In Civ 4 the AI wasn’t great but it was at least smart enough to gather a dozen units and march towards the nearest city.  If you only had a single archer in that city, well even Alexander the Great can’t win against those odds.  But in Civ 5, the AIs will gather a dozen units, and they will all get in each other’s way as they fail to march against an enemy city.  A single archer in Civ 5 can indeed pick off their enemies one by one, defeating a dozen units without taking a scratch.

So with 1upt, wars in Civilization became heavily player-favored, as no amount of enemy numerical advantage could make up for their incompetence.  However the Civ 5 AIs still had ungodly bonuses that could let them tech up and win the game through other means.

Civ 6 then decided to “unstack the cities,” doing to cities what 1upt had done to military units.  Now you could no longer have a forge, a market, and a theatre all in one place.  They had to be spread across the map of your city.  To make this mechanic fun, they added “adjacency bonuses” so that buildings work a lot better when they’re near things that help them.  If a market is near a river, then it can trade with far away places easier and it makes more gold.  If a theatre is near a world wonder, then it’s in a more beautiful part of town and produces more culture.  The player is encouraged to use these adjacency bonuses to get the most out of their buildings.  The AI… cannot do this to save its life.

Just like 1upt led to the AI being terrible at war, districts led to the AI being terrible at peace.  They have no ability to manage districts or even look for the best spots to place them.  You’ll often conquer an AI city and see districts placed in just such a way that they have zero adjacency bonus, which is hard to do if you know even just look at the tooltips.  They also seem to hyperfocus on research to the expense of all else, which doesn’t really help them.

But on deity the AI is still hard.  In fact, Deity AIs in Civ 6 are the hardest they’ve ever been, getting to start the game with three free settlers and a good sized army while the player starts with a single settler and a warrior.

But this gives a game against Deity AIs a sort of strange difficulty curve.  On turn 1 every single AI is more than three times as strong as you because they start with 3 settlers and their cities get free bonuses.  But as the turns go on the player makes more and more good choices while the AIs make poor ones.  Eventually the player pulls ahead of the AIs, and then starts to “snowball” from there.  Snowballing in strategy games is when the strongest ones in the game get even stronger over time relative to their peers.  Players always snowball better than the AI and so once a player is stronger than the AI, they’ll never ever be weaker again.  

So in a game against Civ 6 deity AIs, the first few turns are the hardest by far, and you can die within the first 10 turns easily.  But if you just make it to turn 50, you’re golden, untouchable even.  The AI isn’t skilled at getting any kind of victory, so even with their huge bonuses you can snowball out ahead of them and get whatever victory you want at your leisure.  This difficulty curve existed in every Civ game, but it is at its harshest in Civ 6 because the AIs have never been worse at playing their own game.

So while I have gotten my first Deity-level victory in Civ 6, I don’t actually feel like I’m all that good at it.  I feel like I’m playing chess against a 5-year-old only they’ve replaced all their pawns with queens.  I feel like this is definitely something that needs to be improved upon in Civ 7.  “Better AI!” isn’t exactly a hype-worthy back-of-the-box quote, but these are primarily single player games and I feel the single player experience is paramount.  I think I’d enjoy my time much more if I felt that my victories were from being out-maneuvered and outplanned, rather than because my opponents got free stuff at the start.  And I think it would be more fun if I could be ahead all game and then a smart AI could sneak up and overtake me in the lategame.  As it stands, once we’re out of the classical age, I’m golden.

I know no one at Firaxis games reads my blog, but if someone could tell John Civilization to fix his AI, that’d be great.

Game design: should AIs play to win, or play for the player to lose?

I’ve been playing a lot of Sid Meier’s Civilization recently and have thought about this conundrum: should AIs in video games play to win, or just play to make the player lose?  These are two different strategies mind you, if each AI is playing to win they will act in their own rational self-interest to pursue their own goals.  But if they are just playing for the player to lose, they may instead act against their own self-interest in order to hurt the player.  I feel like I see this “play for the player to lose” strategy a lot in games against the AI but I don’t know if it’s accurate or just my imagination.

Consider for instance the early phase of the game: settling.  The player and AIs all are scouting and settling in an attempt to claim as much land as they can to grow and become stronger.  I often appear to see AIs make baffling settling decisions, settling on terrible land with zero fresh water, and their decisions only seem to make sense if they are simply trying to box the player in, not actually win themselves.  Settling is an expensive process requiring a lot of food and production, so you want to settle as good a city as you can.  On the other hand giving the player a lot of land for themselves lets the player grow stronger and be more likely to win as a result. 

The compromise seems to be that in games I have played, the AIs nearest the player will settle on marginal lands in the direction of the player, boxing the player in and preventing them from expanding.  Other AIs will then have more room to settle good land and actually attempt to grow stronger and win the game.  In this way the game becomes more difficult for the player, even though some AIs are making choices that aren’t actually in their own rational self-interest.

To be blunt, I don’t like this.  I think AIs make the most sense when they act in their own self-interest, rather than having a secret alliance against the player in particular, I think it makes the most sense and more accurately represents how a player would play as well.  But like I said I don’t have any hard evidence that the AIs act this way, maybe they settle bad spots because they’re just poorly coded in general.  But it sure does feel like they’re all in on it.

I can tell you a game that DEFINITELY has an anti-player bias and that’s the Total War series, which is part of why I stopped playing them.  In the Total War series, every AI that borders the player in any way is just a short step away from war.  This was fine and fun in Rome and Medieval Total War, where the economics of the game made world conquests like this fun, but in Empire and later Warhammer Total war it just gets tiring and unfun. 

To give an example: Empire Total War takes place starting in 1700s Europe.  France and England both have colonies in North America, and there’s a Native American tribe, the Huron-Wyandot in central Canada.  If the player plays as Britain, this tribe will inevitably attack Britain and stay peaceful towards France.  If the player plays as France, this tribe will attack France and stay peaceful with Britain.  This again isn’t so fun.  Like I said, the economics of this game make world conquest a boring slog rather than a fun romp like in previous interactions, but also this is a historical strategy game that in certain ways does attempt to model diplomacy and agency of historically relevant peoples and nations.  Shouldn’t it be possible for France to attempt an alliance with Native American peoples to counter Britain, just as France did in real life?  I think the game would be a lot more fun that way instead of being railroaded into an “everyone against the player” scenario no matter what country you play as.

Anyway those are my thoughts on AIs, anyone else know of a game that seems to have a strong anti-player AI?