Related, I noticed Civ VI also really missed the mark with that mechanic. I found that a great strategy, having a modest lead on tech, was to lean into coal power, which has the best bonuses, get your seawalls built to stop your coastal cities from flooding, and flood everyone else with sea-level rise. Only one player wins, so anything to sabotage others in the endgame will be very tempting.
Rise of Nations had an “Armageddon counter” on the use of nuclear weapons, which mostly resulted in exactly the behavior you mentioned—get ’em first and employ them liberally right up to the cap.
Fundamentally both games are missing any provision for complex, especially multilateral agreements, nor is there any way to get the AI on the same page.
Related, I noticed Civ VI also really missed the mark with that mechanic. I found that a great strategy, having a modest lead on tech, was to lean into coal power, which has the best bonuses, get your seawalls built to stop your coastal cities from flooding, and flood everyone else with sea-level rise. Only one player wins, so anything to sabotage others in the endgame will be very tempting.
Rise of Nations had an “Armageddon counter” on the use of nuclear weapons, which mostly resulted in exactly the behavior you mentioned—get ’em first and employ them liberally right up to the cap.
Fundamentally both games are missing any provision for complex, especially multilateral agreements, nor is there any way to get the AI on the same page.