GUYS---
I do not mean this to be nasty, sarcastic or whatever, but tell me again how TOO EASY even at the 'ridiculous' level this game is?
The first couple of games I played, I lost. By the fifth game or so, I am unable to lose even on the highest difficulty setting. Unfortunately, this is the plague of the modern PC game, weak AI.
Modern developers are too focused on graphics (bells and whistles, smoke and mirrors) to the exclusion of all else. The dominant feature of any PC game should *always* be AI difficulty, everything else is secondary.
It's my opinion that every single PC game made should have an *impossible* difficulty level setting available, say: beginner, easy, medium, difficult, hard, ridiculous, and finally impossible. It should not be possible for the average person to win on “impossible” without cheating unless they get unbelievably lucky. “Impossible” difficulty settings can be easily designed into any game by increasing the production levels of AI kingdoms (using this particular game as an example), say for example: for each gold, mineral, food, knowledge, arcane magic, crystal, etc ... whatever resources are in the game increase the output by 10/15 times that what is normally outputted to human players (under otherwise same conditions) at the highest difficulty (or 20 times, whatever it takes to make it truly impossible). The AI should thus be able to build armies 10 times the size of the human player that are also 10 times further ahead in technology, pretty much guaranteeing a human loss if the AI is actually programmed to attack (while covering its capital & sovereign at the same time). All the other difficulty should range linearly from easiest up to this impossible setting (say at average the AI only gets 3x as much increase in output, and no increase at easiest level .. easiest level it has same limitations as humans, pretty much guaranteeing a loss against even moderately competent humans). This should be enough to counter a person’s “intuition” and “advanced planning” that human brains are capable of but computers aren't.
It's very simple: computer AI cannot compete against the human brain on a 1 to 1 level. This has been proven over & over & over again in so many different games, that I can’t even count them all. In fact, I can’t remember that last time I played a good computer AI .. have to go all the way back to MOO2. Computer programmers are not good enough to accomplish this 1:1 AI programming. This is no slight against the developer of this game, it applies to all developers of every computer game that has ever been made & are in existence. Non-strategy, or as I like to term them, "hand-eye coordination" games like FPSs don't need good AI; these games are not tests of skill but tests of hand-eye coordination. The only way a computer opponent or AI can compete against a human opponent (human brain), given otherwise average AI, is to artificially inflate the amount of resources generated (knowledge, gold, food, materials, etc..). This is a highly reasonable expectation given the advantages of foresight, intuition, and advanced-planning which are available to humans but not the AI (i.e. iow it's a reasonable tradeoff). Examples of a game that used inflated resource exploitation/growth was MOO2 which had a good highest-level difficulty factor using this idea. Again, this assumes the human player does not "cheat". Saving a game before a battle and reloading until you get the result you want is "cheating", no AI can compete against this. Players that do this should just play on "easy" difficulty level all the time if their game-playing enjoyment is married to their ego.
Early game human rushes & city spawning tactics should be very easy for AI designer to thwart, especially in a game like this which has numerous wandering monsters. Why wandering monsters do not attack city settlements in this game? It's unbelievable to me that wandering monsters don't attack weakly defended, or non-defended cities. This would be one way to very easily control early city spawning tactics by the human opponents. Also, AI kingdoms should automatically be given more favorable diplomacy points (or levels, whatever method is used in the particular game) as to other AI nations and automatically more un-favorable points to human players as the game continues on, after every every 20/40 turns (or whatever, some fixed number) say. After 200 turns (again, for example) all the AI kingdoms should all be so unfavorable to the humans that they declare war if they haven’t already. This method was also used well in MOO2 on the highest difficulty setting. Certainly this is adjusted downward for higher levels of difficulty so that the human player gets swamped sooner .. I’d love to see this happen in this game. It would be so kool to see my kingdom getting attacked on four separate fronts by the remaining computer kingdoms or empires by turn 100 or so.
I actually enjoy a game more when I lose, it makes me want to play again at any cost until I win. Conversely, just the opposite occurs when I win. Once I can win several games in a row on the highest difficulty, I’ve lost my interest in that game. I just don’t have a desire to play a game that I’m 100% sure I can win, there’s just no challenge or enjoyment any more for me. Unfortunately, that’s where I’m at now with this game. I know that the game is well supported (much more than most other game companies), so I feel relatively certain that the folks at Stardock will increase the game difficulty to a point that I can play this game without winning every time (or maybe that is too much to hope for? ,, I just don’t know, only time will tell).
As for the lack of good AI in modern strategy games: I can't even begin to underscore how sick I am of weak AI in modern PC games. I'm so far beyond feeling sick at the weak AI of modern strategy games, strategy games in general I've loved since I was a kid, that it's become more of a dull-nauseas-expectancy now. I’m not into doing the MMPOG thing, since I’m simply not interested in playing against a bunch of hackers that know how to manipulate a game's source application to their advantage, so standard computer AI play is my M.O.