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  #1  
Old November 16th, 2006, 06:31 AM
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Default Re: enemy AI

That high PD IS good for some nations. Man of MA and LA gets Spearman, 2 Militia, a Longbowman and a Tower Guard (and Chelms Tower Guards are superior to MA ones) for every point of PD over 20. 45 gp for 5 units is pretty decent.

Jotunheim only gets giants at even numbers of PD. At PD 46, they only have 46 Jotuns, half of them Militia and half Javelineers. 46 gp for two giants isn't bad, but it isn't that great either. In Dominions 3, Jotun PD is quite mediocre. It needs some support units to become great - some chaff to be coupled with the giants to prevent the Jotun from being massed, perhaps. Javelineers are nice ranged units, but with just 2 ammo they could use some archer support.
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Old November 16th, 2006, 06:33 AM

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Default Re: enemy AI

Regarding enemy AI.

Does the difficulty setting (easy-impossible) only make them better players, or will it also give them extra resources etc?
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Old November 16th, 2006, 06:38 AM
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Default Re: enemy AI

The AI intelligence level is the same at all difficulty settings. The only thing that changes are the amount gold, resources, pretender points and various other bonuses it gets. I think an Impossible AI gets bonuses to research and gems, but that might just be due to the other bonuses it gets.
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Old November 16th, 2006, 08:29 AM

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Default Re: enemy AI

Ah, so the traditional 'buff the stupid ai' is what the difficult setting is about?

I didn't find a mention of the exact effect of the difficulty setting in the manual...
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Old November 16th, 2006, 12:39 PM
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Default Re: enemy AI

Writing a good AI for a complex game is a very difficult task, Illwinter's original goal was on providing an interesting multiplayer game, and they all (both of them) have day jobs. All of this probably turned the problem of providing a competent computer opponent into a very secondary problem in their eyes.

The only thing they could have done would be to have moddable AI - but then, this would most likely be opening the door to so many bugs it's not even funny (in the sense that, to provide nontrivial moddability for AI, they'd have to let you write some actual code to be executed by the game - unless it was in the form of making the .trn and .2h file formats into open formats so that people would be able to write external programs for their own AI, but then that would not be modding the AI, it would be letting players rewriting one from scratch)
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Old November 16th, 2006, 12:53 PM

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Default Re: enemy AI

I never implied that creating a good AI is easy. But I would have appreciated a paragraph in the manual about the AI difficulty level - since I have/had no idea what it affects, I actually thought they just use more intelligent algorithms. And I'm a little bit afraid I might lose the game I'm on now playing against 20 impossible AIs since I know just simply outwitting them is not enough, I have to also outwit their superior resources
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Old November 16th, 2006, 12:58 PM
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Default Re: enemy AI

Actually, depending on game settings (map size, percentage of magic sites, indep strength) outwitting them may not be difficult at all. Even if, like me, you're a below average player, you'll be a much better manager of your empire than the AI - you'll be better at site searching, you'll use your gold and gems better, you'll be better able to decide that such and such provinces are worth defending actively, and so on. The AI is very bad at surprising you.

Now, on crowded maps, it may be different, because the AI's initial advantage in resources may show very fast, and an aggressive AI may well ruin your day.
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