1.09 AI Observations
1.09 AI observations
small map, 6-7 opponents, all set to Hard.
--AI Sov and Champions (AIS/C) don't prioritize long-range attacks on my Sov/Champions, rarely using spell attacks as first/default action
IMHO The most dangerous units should be assumed to be the Sov/Champs. But normally an AIS/C will target my summoned units (Rokoth, etc). Sometimes an AIS/C will cast one mass damage spell (Blizzard) but never two spells in a turn. Never had both a AISov and an AIChamp both target my Sov/Champ 2x in same
round. Most commonly they move and cast one spell, then I toast them. Does the AI prioritize getting long-distance spells to attack my Sov/Champ immediately?
--AI Sovs beg for peace when I'm thumping them but never make an offer to sweeten the deal.
--Strategy which always works, ~200 turns to win
Hire any Champion with IQ 10 or more, Imbue them, then travel with them so they all gain XP with me. Keep pumping up their essence then intelligence. Go after any city you find. Very quickly they're powerful as the game is currently balanced. Then use summoned creatures to put one unit in each town you capture, and by about turn 100-125 I'm capturing every city I find and only limit is how fast I move.Oh and when I get mana regenerating kids the game is nearly over. None of the AI Sov's stand a chance. Haven't even been ever close to having this strategy lose.
--AI seems to undervalue my Sov/Champs in rating
One mass damage spell wipes out armies.
--If I go after AI-built towns right away, rather than letting them build, I always win. They never come at my early cities hard.
Don't understand the dynamic here, but I can leave the wimpiest unit in my first few cities and nobody attacks it for 60 rounds.
--Resistance to magic is needed
Once the above is dealt with, Resistance really seems important as a balancing tool. If we don't have it, magic will mostly eliminate the need for
building advanced units until you get to the "Ludicrous" ones (dragon, etc.)