Nemesis, I'm not sure I fully understand your point (my fault, english is not my language, you know).
You would play a game at its high level and be sure to win, unrelating to your ability?
Or you would be sure that game rules are the same, any level you play?
I don't fully agree, because as Chess are a great example of game that keep same rules, unregarding how good players are, lot of great boardgames succesfully keep simple rules for easy level and add more complexity for higher level (for dedicated, hard players).
I don't like anymore game with
lots of rules options anyone can mix in every fashion: they seems add freedom, but they mostly:
. left difficult to share game tactics from players with different settings;
. make game AI a bit more difficult to develop and test (too much different options to consider);
. are usually confusing for novice players.
Some games really change their AI (e.g. more deep drill into decision tree) if you raise game difficulty, but usually Civ games didn't: they simply give more help and cheats to AI or put you in worse situation, as bad starting point or enemy ready to gang attacking you, or "randomize" more frequently bad events (as barbarians raids).
I hope Firaxis will go to use easy level for novice or more "instant player": quick start, simple rules, go for action - less
statistic and histoy lovers.
Intermediate and Difficult levels must require the player to learn new rules and tricks, enforcing more accurate management, greater attention to diplomacy and trade, more accurate history feeling.
If that will happen, the AI must be kept modular enough to manage presence/absence of some "pack of rules" (not as sparse as every singular option left independent).
The player can afford a smooth learning curve, where every difficulty level add as many facets to the game as a player can "chew".
The game "difficulty levels option" would become an embedded Training Guide, enhancing the game playability and lasting.
Oh well, I'm surely too late about game design decisions: I hope that Sid, explaining of differentiate Diplomacy rules, means something in the line of mine hope
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Admiral Naismith AKA mcostant