All those threads about how the AI is failing in Stellaris and cheating to make up for it make me think.
The thing about PDX grand strategy games was always to create a sandbox, where complex flavors (history, politics, economics, warfare, religion, internal politics / society) were ingeniously mapped to strict but relatively simpler rules /systems (e.g. the different flavors of EU4 nations and ideas to choose from in the beginning mapped back to all the same game-systems, giving slightly different bonus or malus here and there), so that the mutliple interacting AIs by following the rules would unfold an "emerging alternate history" / "tell complex stories" back to the player simply by following the rules of the game, from very diverse (historic) starting positions.
Then came HoI4 and Stellaris, and both seem to be extending the formula to (or beyond) its breaking point:
HoI4 with its National Focus Trees was implementing "history on rails": more and more scripting that was interfering with the simple "rule-execution from a given starting point"-formula I described above, in order to influence the possible stories the sandbox was able to tell towards either more historic accuracy, or towards more interesting pre-defined outcomes. So not only the starting positions of the different AIs were very deliberately choosen (to match history like in EU4), but also the very paths they would take.
Stellaris tried to go the other way:
At first it seems to start from a clean slate: the starting positions in Stellaris are designed to be relatively equal.
So the complexity / differences in later empires would need to come from more diverse rules - which inevitably would present balancing problems (- whereas the balancing problems in EU4 and HoI4 would come from starting positions): the different flavors this time would map to actually different systems. At launch of Stellaris even the modes of travel were different (remember that?); the diplomatic interaction viabilities would depend on government / ethics preferences (up to the point were you can't even do diplomacy with half the galaxy); the choice of planets to settle / empty space to expand into would depend on habitability and bordergrowth (remember bordergrowth, and how unpredictable it was?); the different economies to build could be based on different ratios of resources, since the POPs would produce and consume different (- machines needing energy instead fo food; POPs eating other POPs as food), even the way to acquire more POPs is different: natural growth vs building robots vs abducting slaves, vs attracting migrants.
The possibilities in Stellaris seem endless, and the AI would need to act very different depending on what sort of governing authority and ethics it has ,and what sorts of POPs it consists of, and what sorts of traditions / ascension paths it would like to choose from, what sort of "victory" it would try to attain. - You'd pretty much need a different strategy for every different compositionof strengths and weaknesses / limitations.
For the player that sort of variety in the game-mechanics is great - with all the great flavors that come with it, he can tell his own story each and every way he likes = maximum immersion.
But after reading too many threads about how the AI fails (and cheats to make up for it), I get the impression that the AI empires not only fail to put up a competition / challenge for the player without cheating, they even seem to fail in ending up coherent stories of their own: maybe the rules are too complex / allow for too many paths for the limited AI to actually choose a consisting one? - The problem with failing AIs is, that they break immersion when they break the rules.
So the same complexity that allows for maximum immersion within the players own empire feeds into a breakdown of immersion as soon as he takes a closer look at the AI-empires and realizes that they are cheating / not following the same rules.
When the AI-Empires behavior and abilities don't stem from the same game-mechanics, but must be sustained against those very same limitations by cheating, the "natural emerging stories" / "alternate histories" that PDX came to be known for, stop actually being "natural emerging" from the background of geography and history and rules. - While trying to introduce a geography (by limiting travel to starlanes early on and grouping stars into clusters), and introducing history / starting conditions (with Advanced Start-AIs and Fallen Empires and End-Game-Crisis), the part of braking the rules / cheating AIs makes the other two points moot! - So please: Improve the fucking AI, so that you can set it to following the same rules again! - PDX - you are gambling away your legacy!
The thing about PDX grand strategy games was always to create a sandbox, where complex flavors (history, politics, economics, warfare, religion, internal politics / society) were ingeniously mapped to strict but relatively simpler rules /systems (e.g. the different flavors of EU4 nations and ideas to choose from in the beginning mapped back to all the same game-systems, giving slightly different bonus or malus here and there), so that the mutliple interacting AIs by following the rules would unfold an "emerging alternate history" / "tell complex stories" back to the player simply by following the rules of the game, from very diverse (historic) starting positions.
Then came HoI4 and Stellaris, and both seem to be extending the formula to (or beyond) its breaking point:
HoI4 with its National Focus Trees was implementing "history on rails": more and more scripting that was interfering with the simple "rule-execution from a given starting point"-formula I described above, in order to influence the possible stories the sandbox was able to tell towards either more historic accuracy, or towards more interesting pre-defined outcomes. So not only the starting positions of the different AIs were very deliberately choosen (to match history like in EU4), but also the very paths they would take.
Stellaris tried to go the other way:
At first it seems to start from a clean slate: the starting positions in Stellaris are designed to be relatively equal.
So the complexity / differences in later empires would need to come from more diverse rules - which inevitably would present balancing problems (- whereas the balancing problems in EU4 and HoI4 would come from starting positions): the different flavors this time would map to actually different systems. At launch of Stellaris even the modes of travel were different (remember that?); the diplomatic interaction viabilities would depend on government / ethics preferences (up to the point were you can't even do diplomacy with half the galaxy); the choice of planets to settle / empty space to expand into would depend on habitability and bordergrowth (remember bordergrowth, and how unpredictable it was?); the different economies to build could be based on different ratios of resources, since the POPs would produce and consume different (- machines needing energy instead fo food; POPs eating other POPs as food), even the way to acquire more POPs is different: natural growth vs building robots vs abducting slaves, vs attracting migrants.
The possibilities in Stellaris seem endless, and the AI would need to act very different depending on what sort of governing authority and ethics it has ,and what sorts of POPs it consists of, and what sorts of traditions / ascension paths it would like to choose from, what sort of "victory" it would try to attain. - You'd pretty much need a different strategy for every different compositionof strengths and weaknesses / limitations.
For the player that sort of variety in the game-mechanics is great - with all the great flavors that come with it, he can tell his own story each and every way he likes = maximum immersion.
But after reading too many threads about how the AI fails (and cheats to make up for it), I get the impression that the AI empires not only fail to put up a competition / challenge for the player without cheating, they even seem to fail in ending up coherent stories of their own: maybe the rules are too complex / allow for too many paths for the limited AI to actually choose a consisting one? - The problem with failing AIs is, that they break immersion when they break the rules.
So the same complexity that allows for maximum immersion within the players own empire feeds into a breakdown of immersion as soon as he takes a closer look at the AI-empires and realizes that they are cheating / not following the same rules.
When the AI-Empires behavior and abilities don't stem from the same game-mechanics, but must be sustained against those very same limitations by cheating, the "natural emerging stories" / "alternate histories" that PDX came to be known for, stop actually being "natural emerging" from the background of geography and history and rules. - While trying to introduce a geography (by limiting travel to starlanes early on and grouping stars into clusters), and introducing history / starting conditions (with Advanced Start-AIs and Fallen Empires and End-Game-Crisis), the part of braking the rules / cheating AIs makes the other two points moot! - So please: Improve the fucking AI, so that you can set it to following the same rules again! - PDX - you are gambling away your legacy!
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