Lets balance the game ourselves! (for ideas and testing results)

At first I would like to mention some things that I didn't like and how I managed or suggest to overcome.

I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times

I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefits AI greatly because they can't Ctrl+N and have better settling conditions in future. Important note: essence should not be too high or a player may enchant his city and build too strong units.

I don't like peaceful AI

It's very easy to set non-aggression pacts and treaties. But its possible to edit these costs. If non-aggression pact costs 50 instead of 5 and requires Friendly relations instead of Neutral then this is somewhat harder for human player. More, you can edit relations. Make "You are of opposing alignment" give -10 to relations and here you are facing war with AI.

AI armies are pathetic

Units are really very expensive, but human player builds only one army which beats all and AI can't build such an army. So it's better for AI if units were cheaper. At Expert difficulty level AI units get a banch of additional traits. Lets create a new trait and call it "Patriot" (in fact this is AI-only-patriot))) with gives -200 to labour cost, -100 unrest in all cities, +1production and some combat bonuses. Thus we have all AI's with extremly cheap units, no unrest (AI can't properly handle unrest himself), and increased production.

I don't like the idea to give AI any research bonuses but I like to face hordes of AIs and here they are.

I don't like scare resources

It's easy to mod by increasing their rarity and MinPerFaction value, so it possible to ensure that all players have all needed resourses near to their starting location.

AI still uses foot soldiers without mounts

There are several prefences and its possible to mod for all of them special love of mount units. So we have all AI horse lovers.

I don't like poorly equipped heroes

It's too obvious to give them some rarities, but it's also good to give more chances for these rarities to be found as treasures. Also decrease chances for less useless trinkets. Give more chances for exclusive weapons and especially armor and give less chances for items. This also benefits AI.

Thankfully the game allows to mod many things and change balance to our liking.

Which things do you think may improve gameplay?

I suggest to exchange ideas and results of their testing. As for me, I continue modding and didn't try my settings through the whole of the game, I just tested for 1-10 turns.

What changes may help to improve AI?

 

Finally I made the mod - Patchwork mod. https://forums.elementalgame.com/450250/page/1/ It is designed to make the game more challenging and comfortable. No need to reload, everything is in you hands. Please let me know what features of the game are needed to be improved.

34,724 views 33 replies
Reply #1 Top


I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times

I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefits AI greatly because they can't Ctrl+N and have better settling conditions in future. Important note: essence should not be too high or a player may enchant his city and build too strong units.
End of quote

I too have increased the maximum yield from 9 to 10 with impressive results. In addition, I've increased the minimum yield from 6 to 7 with the thought that the AI would stop settling on brutal 6 yield locations. However, I've found that the AI is now settling on non-yield locations more often, so I am surmising that the AI does not follow the same rules when it comes to settling. They see dead people tiles. 


I don't like peaceful AI

It's very easy to set non-aggression pacts and treaties. But its possible to edit these costs. If non-aggression pact costs 50 instead of 5 and requires Friendly relations instead of Neutral then this is somewhat harder for human player. More, you can edit relations. Make "You are of opposing alignment" give -10 to relations and here you are facing war with AI.
End of quote

I agree that friendship with an AI should be worked for and earned. Making it more difficult to attain could be one method to achieving this. I would really like to see a greater division between kingdoms and empires when it comes to diplomacy. Hopefully, we'll see many improvements to this end in the 1.4 patch.


AI armies are pathetic

Units are really very expensive, but human player builds only one army which beats all and AI can't build such an army. So it's better for AI if units were cheaper. At Expert difficulty level AI units get a banch of additional traits. Lets create a new trait and call it "Patriot" (in fact this is AI-only-patriot))) with gives -200 to labour cost, -100 unrest in all cities, +1production and some combat bonuses. Thus we have all AI's with extremly cheap units, no unrest (AI can't properly handle unrest himself), and increased production.
I don't like the idea to give AI any research bonuses but I like to face hordes of AIs and here they are.
End of quote

I think this should be approached to varying degrees. More elements of this game require discrete adjustments to properly reflect the dificultly level you have chosen. AI unit training is one of those areas. The harder the dificultly, the cheaper AI units are to produce. Same for research. Same for Income. Same for unrest. Same for experiance.


I don't like scarce resources

It's easy to mod by increasing their rarity and MinPerFaction value, so it possible to ensure that all players have all needed resourses near to their starting location.
End of quote

I disagree here. Scarce resources breed competition and uniqueness. It forces you to adapt. I love having to fight over a city to obtain something rare or important. I love it even more when they put up a good fight. Obviously the AI has to be able to do the same....which I don't think it currently does all that well...which means that certain AI under certain starting conditions just flounders.


AI still uses foot soldiers without mounts

There are several prefences and its possible to mod for all of them special love of mount units. So we have all AI horse lovers.
End of quote

Agree. AI need horse units. I do enjoy the scarcity though. Only having enough horses to service a % of your forces is important as it forces you to adapt and spread your better/stronger units around.


I don't like poorly equipped heroes

It's too obvious to give them some rarities, but it's also good to give more chances for these rarities to be found as treasures. Also decrease chances for less useless trinkets. Give more chances for exclusive weapons and especially armor and give less chances for items. This also benefits AI.

Thankfully the game allows to mod many things and change balance to our liking.
End of quote

I don't mind the current release of specialized and rare equipment. I find the gap to be in the shops. I'd love it if the purchase prices were reduced across the board. Currently it is impossible to even equip your heroes with mundane items because they just cost too much to purchase.

Reply #2 Top

Uh I don't just invade the AI with single army of death, it can be disrupted by spells via strategy mode. Instead, I invade with multiple armies all the time if I can.

Reply #3 Top

Quoting Ericridge, reply 2
Uh I don't just invade the AI with single army of death, it can be disrupted by spells via strategy mode
End of Ericridge's quote

It depends on your strategy, but I find one mounted Stack of Doom with +1 movement is a much more efficient use of resources than lots of small stacks. You can avoid strategic spells by only entering enemy territory if you can take the Outpost/ City in the same turn, which with movement 5 is normally possible. In the cases where it isn't possible then attacking with small stacks until the AI runs out of mana/ spells (and you can use your megastack) is a possible tactic.

Reply #5 Top

Quoting merlinme, reply 3


Quoting Ericridge, reply 2Uh I don't just invade the AI with single army of death, it can be disrupted by spells via strategy mode

It depends on your strategy, but I find one mounted Stack of Doom with +1 movement is a much more efficient use of resources than lots of small stacks. You can avoid strategic spells by only entering enemy territory if you can take the Outpost/ City in the same turn, which with movement 5 is normally possible. In the cases where it isn't possible then attacking with small stacks until the AI runs out of mana/ spells (and you can use your megastack) is a possible tactic.
End of merlinme's quote

One does not simply avoid Curgen's Volcano, Tornado, Starfall and more.

 

If you was to invade me And I have appropriate heroes with appropriate spells ready to go.

 

I'll have Starfall, Tornado, Volcano, Lower land, Raise land, Tremor, tidal wave, freeze, and some more ready to and nuke armies.

 

And I don't make small stacks, I go ahead and make full sized armies and prepare myself for magical nukage.

 

But so far, I have never ran into an runaway AI that strong.

 

Volcano, raise land, lower land can cut off invasion routes and force enemy armies to reroute and buy you more turns.

 

Tornado, freeze, tremor, tidal wave etc for delaying

 

Then Starfall for outright murder.

 

And stuff like pillar of fire an kill whole armies if you have enough fire channelers to spam it in a single turn.

Reply #6 Top

Quoting GFireflyE, reply 1
AI need horse units.
End of GFireflyE's quote

There is another help for "stupid AI" who doesn't know what to do with horses. I tested addition of +1 to move to everybody and AI is now quick even without horses. So all races' basic speed was made 3 (Mancers have 4). Now everybody moves through forest for 2 squares and it feels that the game is more dynamic now. At the same time Mancers don't have a great bonus, since they also move through forests at 2. Units are faster and now archers don't rule the game. Melee happens very quickly.

Quoting GFireflyE, reply 1
Scarce resources breed competition and uniqueness.
End of GFireflyE's quote

If a 6 men unit requires 120 metal then a single pile of iron doesn't matter. On the other hand - you are right! Units should be MUCH cheaper  so that few metal from single iron ore should matter.

Quoting GFireflyE, reply 1
I'd love it if the purchase prices were reduced across the board. Currently it is impossible to even equip your heroes with mundane items because they just cost too much to purchase.
End of GFireflyE's quote

It is much more rewarding to find something may be not so great but unique from some locations or from heroes. In all my games I make collections of special items which can not be bought. In this aspect I also hate henchmen because only they can supply heroes with good armor. But it is not unique... This is not ... worth for true Heroes.

Quoting Primal_Savage, reply 4
Try this code, that's what I use when playing XtraSavage custom difficulty level, see if it improves their armies.
End of Primal_Savage's quote

Yes this is a good way but it needs calculation. Especially if I make units cheaper. Arcane armor disbalances these figures because it requires crystals but not metal. AI should equip elite troops with amulets which give +2 to fire and cold attack ... etc. I think that Arcane armor should be modded to require metal instead of crystal.

Or I tend think to make a special ability for AI that reduces all armor costs by some %%%.

Quoting Primal_Savage, reply 4
Hence, MOST of their stacks have 2 movement instead of having one stack at 4 movement
End of Primal_Savage's quote

Yes! Right! That's why I gave 3 moves to everybody. Everybody are like old-good-Mancers now. And Mancers with 4 moves don't have geat advantage, because 4 vs. 3 is not so significant like 3 vs 2, especially in forests.

Quoting Primal_Savage, reply 4
The second problem is most races seems to use either horses or wargs but not both and they don't trade the other resource. So it just piles up.
End of Primal_Savage's quote

This can be solved in CoreUnits file by making additional units with wargs and horses for all races. Just a copy/paste work. Btw, seems that wargs need a little enchancement. I gave them +2 Attack and +1 move for the first battle turn so that on the first turn horses and wargs are equal but later on wargs are better for their initiative. That explains their higher cost. Otherwise wargs are weak with few bonuses.

Quoting Primal_Savage, reply 4
I feel "dense" makes it alright.
End of Primal_Savage's quote

I like more Clay pits and Wild grain and others which don't give materials, but give bonuses to cities. I like highly developed prospering cities.

 

1. There is another feature which I like in my recent tests. It greatly helps AI. I made training yards, barracks and command post available for all types of cities. So AI, who trains units anywhere, trains decent units. I left War academy for Fortress though to hold the final bonus and all forges and armorers are also kept for fortresses only.

2. I also look to add feature to every unit to give -1 (or -2?) unrest to a city where it is garrisoned. So player will be interested in making garrisons.

3. I also played with some abilities and made them available for Male or Female only. So some units now are preferable for male (melee) and some for female (mages and archers). I also made available weaknesses for unit constructor so it may be fun to make cheap units for garrisons. Imagine former veterans with broken legs or with other injuries guarding my cities. ))) Just for fun - AI seems doesn't use these weaknesses.

I would appreciate any critics for these ideas as well as providing any new fun and useful ideas for modding.

Reply #7 Top

Quoting Ericridge, reply 5
One does not simply avoid Curgen's Volcano, Tornado, Starfall and more.

If you was to invade me And I have appropriate heroes with appropriate spells ready to go.
End of Ericridge's quote

Well, sure, but in practice the AI doesn't do this. I've seen it immobilize and obliterate stacks which are in its borders, but not outside. Perhaps it could be more aggressive with its strategic spells outside its borders, especially if it has lots of mana, but it doesn't do that at the moment. If it has limited mana it becomes quite a hard problem to solve in any case, because it's not immediately obvious whether casting an expensive strategic spell is necessarily the best thing to do with its mana. It's only really a good strategy if the AI can eliminate units in the stack, either through sheer number of strategic spells or because it's about to attack the stack with its armies. Otherwise the AI might spent 200 mana to attack a stack which can simply retreat to heal and then come back in a few turns; the AI probably doesn't have 200 mana to burn every few turns. Enemy stacks which are inside your borders are clearly more of a threat, targeting stacks outside your borders is more likely to be a waste of mana; they might not even be targeting you, and it's much easier for them to retreat to heal after being weakened.

Also don't forget Fog of War; movement five is beyond normal Fog of War, and you can't cast a strategic spell on something that you don't know is there.

Reply #8 Top

@webusver

What I said:

I disagree here. Scarce resources breed competition and uniqueness. It forces you to adapt. I love having to fight over a city to obtain something rare or important. I love it even more when they put up a good fight. Obviously the AI has to be able to do the same....which I don't think it currently does all that well...which means that certain AI under certain starting conditions just flounders.
End of quote

What you said:

If a 6 men unit requires 120 metal then a single pile of iron doesn't matter. On the other hand - you are right! Units should be MUCH cheaper  so that few metal from single iron ore should matter.
End of quote

 

Never did I say that units should be much cheaper so that you need less metal. Quite the opposite. I've been reducing the metal in my games in an effort to balance the blatent excess of resources that currently exists. If you have only enough metal build 2 6-man units (costing 120 metal each), then I recommend the next unit you build to require only crystal....or no resource at all...or design a unit that requires less metal so that you can create more units with the same amount of available metal. Munchkin troops isn't the be all end all of this game. Adapting to the circumstances given you is.

 

 

 

Reply #9 Top

Wishlist:

Different AI behaviour. It does not feel different, it's either dominating or dominated. More alliances, more dog piling aggressors etc.

- Better AI heroes. They had stuff like Sarog's axe etc. before, why was that removed? Make the Sovereign AI's damn strong and a challenge.

- More diversity in troops. I will probably mod this eventually, but would be nice to see something else than Damage/Defense/HP/Initiative focus for everything. 

2/3 is AI related. AI needs to be improved before it's necessary to balance anything. 

Reply #10 Top

Quoting merlinme, reply 7


Quoting Ericridge, reply 5One does not simply avoid Curgen's Volcano, Tornado, Starfall and more.

If you was to invade me And I have appropriate heroes with appropriate spells ready to go.

Well, sure, but in practice the AI doesn't do this. I've seen it immobilize and obliterate stacks which are in its borders, but not outside. Perhaps it could be more aggressive with its strategic spells outside its borders, especially if it has lots of mana, but it doesn't do that at the moment. If it has limited mana it becomes quite a hard problem to solve in any case, because it's not immediately obvious whether casting an expensive strategic spell is necessarily the best thing to do with its mana. It's only really a good strategy if the AI can eliminate units in the stack, either through sheer number of strategic spells or because it's about to attack the stack with its armies. Otherwise the AI might spent 200 mana to attack a stack which can simply retreat to heal and then come back in a few turns; the AI probably doesn't have 200 mana to burn every few turns. Enemy stacks which are inside your borders are clearly more of a threat, targeting stacks outside your borders is more likely to be a waste of mana; they might not even be targeting you, and it's much easier for them to retreat to heal after being weakened.

Also don't forget Fog of War; movement five is beyond normal Fog of War, and you can't cast a strategic spell on something that you don't know is there.
End of merlinme's quote

 

If you have access to powerful spells as I listed. 

You also have access to ineluctable vision.

Fog of war goes bye bye and FE:LH wars become apocalyptic.

Reply #11 Top

Quoting GFireflyE, reply 8
Never did I say that units should be much cheaper so that you need less metal.
End of GFireflyE's quote

Yes, you didn't. But you said:

Quoting GFireflyE, reply 1
I love having to fight over a city to obtain something rare or important.
End of GFireflyE's quote

If units are cheap, then every mine becomes more important because it can help more and quicker. Unfortunately factor of rarity works against poor AI because human player needs just one mega-epic army (which may require practically no metal or crystals in some strategies) and AI needs lots of cannon fodder. And rarity can't help cannon fodders. So there are two ways: to make units cheaper (this makes objections from human players) or to add "only-AI" unit traits which greatly reduce cost of armor for AI (this looks like cheat and requires special difficulty level below which there will be no such possibility).

What is better?

Quoting sjaminei, reply 9

Wishlist:

- Different AI behaviour. It does not feel different, it's either dominating or dominated. More alliances, more dog piling aggressors etc.

- Better AI heroes. They had stuff like Sarog's axe etc. before, why was that removed? Make the Sovereign AI's damn strong and a challenge.

- More diversity in troops. I will probably mod this eventually, but would be nice to see something else than Damage/Defense/HP/Initiative focus for everything. 

2/3 is AI related. AI needs to be improved before it's necessary to balance anything. 
End of sjaminei's quote

1. Different behaviour? I dream of at least any reasonable behaviour. AI will never be as human player. Multiplayer is needed for this. For Ai imho it's just enough if he is aggressive even if dominated.

2. It's possible to mod value of all traits so that hopefully AI will develop its heroes better. AI will also benefit if all heroes were just better equipped from start.

3. I made some traits available only for male troops, some only for female. So muscular athletic males are good for melee and quick critical hitters females are good for ranged attackers. Now I also test changes to classes so that all of them should be fun to play, not only warrior or perhaps mage and assasin sometimes. I slightly lowered warrior's damage rate, gave +1 Attack to armies of Commander, gave some strength bonus to defender and made most traits more available. New trait-trees are more expandable and there are more branches to choose. And I try to teach AI do choose "proper" traits.

Reply #12 Top

Quoting webusver, reply 11
If units are cheap, then every mine becomes more important because it can help more and quicker.
End of webusver's quote

I disagree. Mines are only valuable up to the point that my metal income matches the demand for my desired production rate, and if units get cheaper I don't need as many mines. Once you have the minimum required number of mines to meet your desired production rate, you don't need any more mines, so the only value mines beyond that target number have is as insurance against mine destruction, or expansion room if you decide to increase your overall training rate. But if you think about it, once you have your main armies up, your desired troop training rate tends towards zero, as you only need to replace the occasional loss, or potentially add a new army if you decide to expand your military. At that point, though, you'll probably have stored up enough metal that the income doesn't matter in the short-term, because you've gone for X turns without actually using much of your metal income because you haven't needed more troops.

If Iron Deposits, Crystal Crags, etc gave you a fixed amount of the associated resource (e.g. building a Stables on Wild Horses gives you 20 horses, the same way a Fire Shard gives you one Fire Mana), and units required X amount of resource Y for training and then reduced your total available amount of resource Y by X until the unit is destroyed or disbanded, then there could be an argument for every resource site being valuable. As a source of income that accumulates over time, though, all you need is to match your resource income to your resource consumption, and anything beyond that income rate isn't worth much to you. Resource sites are only valuable as long as gaining them brings you closer to matching your resource income to your desired resource consumption, and if your desired resource consumption is decreased (for instance, by making units cost less resources), the value of each mine is decreased because you don't need as many of them. If every faction needs 10 metal income per turn to meet its metal demand and there's only 10 potential metal income on the map, metal sites are extremely valuable. On the other hand, if the map has 10 potential metal income and the global metal demand doesn't exceed 10, then as long as each faction that wants metal has enough sources to meet its individual demand there isn't any reason to fight over the metal sites, unless someone wants to monopolize the metal to gain an advantage of whatever kind - trade, better weapons and armor, the Spell of Making Tower that requires metal for its construction, etc. If there's 10 global demand and the map offers 100 production, then more than likely everyone will be swimming in so much metal that no one will care about the mines, because there's just so much more than is needed that there isn't any real reason to even develop all of the mines.

Reply #13 Top

I agree with Joe, less resources is better. I would like clubs to be cheap units, and armored swordsmen beating 3+ of those units at least. Iron especially is too abundant.

Quoting joeball123, reply 12
f Iron Deposits, Crystal Crags, etc gave you a fixed amount of the associated resource (e.g. building a Stables on Wild Horses gives you 20 horses, the same way a Fire Shard gives you one Fire Mana), and units required X amount of resource Y for training and then reduced your total available amount of resource Y by X until the unit is destroyed or disbanded, then there could be an argument for every resource site being valuable
End of joeball123's quote

This is a great idea actually. Mod it? ;)

Reply #14 Top

Quoting sjaminei, reply 13
This is a great idea actually. Mod it?
End of sjaminei's quote

If you want to do so, you can - I'm certainly not going to stop you. I myself probably won't.

Reply #15 Top

Is it possible to add features from War of Magic that would make the game more interesting?  Such things as dynasties?

Reply #16 Top

Quoting Crono908, reply 15
Is it possible to add features from War of Magic that would make the game more interesting? Such things as dynasties?
End of Crono908's quote

To a limited extent, yes, it is possible to bring dynasties back into the game. There have been a couple of threads on the subject, including this one:

https://forums.elementalgame.com/448640/page/1/

You can try digging around in the modding forums, or asking there, to see if anyone has a dynasty mod, or you can go into ElementalDefs.XML and change <EnableDynasties>0</EnableDynasties> to <EnableDynasties>1</EnableDynasties> to see how much of the E:WoM dynasty stuff is still in the game.

Also, which "other features from War of Magic" are you referring to, aside from dynasties? Your question is a little too vague to easily answer, otherwise, though most of the old E:WoM character attributes are still defined in the XML, and some of the traits currently have multiple versions defined so theoretically some of those could be from E:WoM. Still, this might better be answered as a question thread in the modding forum or as a question in the Modding Questions Thread (https://forums.elementalgame.com/445226/page/1).

Reply #17 Top

Thank you for feedback. I have almost finished my mod which improves AI as much as possible and will upload it in a week or so.

I made all starting points provide good tiles. Hero classes are rebalanced to make them all equally useful. For example, Commander can boost Attack for all his army. Defender can earlier learn abilities that defend his army. And so on. Garrisons reduce unrest. AI is more agressive and better choses his targets for war. AI makes more armies and equips them better. AI likes mounted troops. AI is "genious" is city deployment and management... No, AI is still stupid and choses suboptimal decisions, but now it has my help and can potentially prosper to 5 level cities even if he satrs on a tile with 1 grain.

I hope to finish in a week and it will be a beta version. I will need your help in testing and suggesting interesting ideas.

Reply #18 Top

Make the commanders not have that stupid - unrest in city this unit is in penalty and change them to -2 -3 -4 unrest to all cities for the 3 traits.

Should be easy to mod that and it's pretty sad when the game rewards you for keeping your heroes home.

 

Reply #19 Top

Quoting Raiddinn, reply 18

Make the commanders not have that stupid - unrest in city this unit is in penalty and change them to -2 -3 -4 unrest to all cities for the 3 traits.

Should be easy to mod that and it's pretty sad when the game rewards you for keeping your heroes home.

 
End of Raiddinn's quote

Yes I also hate this. It harms AI, because AI may only occasionally use this trait. I'm going to change Administrator trait to give small global effect, like trait Noble. In its turn trait Noble is also strengthened - it gives +1 growth in every city. People should really like their noble sovereign, as well as players, I hope ;-)  I also rebalanced trait Hunter. Earlier it was almost useless but now hunters supply cities with food, adding +50 food to every town. So towns may grow quicker and bigger. Sovereign Hunter also starts with his hunting dog. So there is a good reason to choose Hunter now.

Reply #20 Top

At first I would like to mention some things that I didn't like and how I managed or suggest to overcome.

I don't like to start in poor location with low Grain/Production/Essence and need to press Ctrl+N many times
That's cheating the ai for one thing no wonder you don't like so much, you cheat all the time
End of quote


I edited tiles for all resources that they all give at least some essence and made maximum number of tiles 10 instead of 9. Now I often have 4/3/3 tiles almost in every start. This also benefits AI greatly because they can't Ctrl+N and have better settling conditions in future. Important note: essence should not be too high or a player may enchant his city and build too strong units.

More cheating, that's not want the devs intended, you should leave the game setup like it is, as it it optimum
End of quote


I don't like peaceful AI

It's very easy to set non-aggression pacts and treaties. But its possible to edit these costs. If non-aggression pact costs 50 instead of 5 and requires Friendly relations instead of Neutral then this is somewhat harder for human player. More, you can edit relations. Make "You are of opposing alignment" give -10 to relations and here you are facing war with AI.

I can agree with this but imho you shouldn't make peace or non-aggression pacts with any ai, you should immediately declare war on them or you're just looking for an easy game of it.
End of quote


AI armies are pathetic

Units are really very expensive, but human player builds only one army which beats all and AI can't build such an army. So it's better for AI if units were cheaper. At Expert difficulty level AI units get a banch of additional traits. Lets create a new trait and call it "Patriot" (in fact this is AI-only-patriot))) with gives -200 to labour cost, -100 unrest in all cities, +1production and some combat bonuses. Thus we have all AI's with extremly cheap units, no unrest (AI can't properly handle unrest himself), and increased production.

this is fair and decent if you can break it out per difficulty level, a stronger ai is always better
End of quote


I don't like the idea to give AI any research bonuses but I like to face hordes of AIs and here they are.

I do, make the ai more powerful than you and you play catchup.
End of quote


I don't like scare resources

It's easy to mod by increasing their rarity and MinPerFaction value, so it possible to ensure that all players have all needed resourses near to their starting location.

I do, scarce resources makes for more competion to try to get them.
End of quote


AI still uses foot soldiers without mounts

There are several prefences and its possible to mod for all of them special love of mount units. So we have all AI horse lovers.

best thing is to take mounts out of the game altogether so they don't become the center of attention to anyone.
End of quote


I don't like poorly equipped heroes

It's too obvious to give them some rarities, but it's also good to give more chances for these rarities to be found as treasures. Also decrease chances for less useless trinkets. Give more chances for exclusive weapons and especially armor and give less chances for items. This also benefits AI.

once again heroes should be normal persons not gods, so keep everything low discovery and like it is
End of quote


Thankfully the game allows to mod many things and change balance to our liking.

thankfully, because I would not want to see many of your ideas in the game, too much cheating and not enough buffing the ai only.
End of quote


Which things do you think may improve gameplay?

I suggest to exchange ideas and results of their testing. As for me, I continue modding and didn't try my settings through the whole of the game, I just tested for 1-10 turns.

What changes may help to improve AI?

 
End of quote

Reply #21 Top

Quoting webusver, reply 19


I'm going to change Administrator trait to give small global effect, like trait Noble. In its turn trait Noble is also strengthened - it gives +1 growth in every city. People should really like their noble sovereign, as well as players, I hope   I also rebalanced trait Hunter. Earlier it was almost useless but now hunters supply cities with food, adding +50 food to every town. So towns may grow quicker and bigger. Sovereign Hunter also starts with his hunting dog. So there is a good reason to choose Hunter now.
End of webusver's quote

You've got some great ideas.  I really like the hunting dog one!

Reply #22 Top

Quoting willie, reply 20
I do, scarce resources makes for more competion to try to get them.
End of willie's quote

You all like scarce resources just until you suffer heavy battle causalties. What will you say when your 200-metal, 100-crystal elites will die like chicken every battle? So, let it be - have scarce resources.

My phylosophy about cheats is simple: whether you cheat or no, you should have a hard time.

Reply #23 Top

I just played a game where Yithril had 30 damage mace units with 45 defense while I was still stuck with leather armor.

I had much better technology, but I couldn't use it because I had no iron or crystals on my side of the map.

I had to take 2 ythril cities to be able to start getting any metals at all and that isn't easy when they have 9 defenders in each city.

I was able to win, but I have to say that it was unfair.  I am giving the AI all kinds of ridiculous production bonuses willingly, but not sucking up a complete lack of all useful materials willingly.

If no other resource is guaranteed to be evenly distributed around the map, at least metal should be.

Reply #24 Top

If you're winning anyway, what's the problem? Some games you have lots of resources, some games you don't.

Reply #25 Top

I just don't think the game should force me to stay in the stone age when it lets the AIs advance to the space age, or whatever.

Generally, I make my picks to try to limit how bad I could suffer from poor resource distribution.  I picked Great Hammers and I was using hammer units specifically to reduce iron dependence and that was a good call because I had no iron until I managed to get +2 iron per turn from one of my cities.

Whether I win or not really doesn't have that much to do with how unfair it feels to have the deck stacked against me like that.

I kinda think there should be some way built into the game that players can compensate for poor distribution of resources.

With mana you can do this sort of thing.  You can put Meditation on cities, and you can make Conclave buildings to give additional mana regardless if you don't have many shards near you.  I just think they need something similar for metal.  Something that comes into play before level 4 cities do.

Come to think of it, it might not be a bad idea to switch the +2 metal per turn city ability with the +1 hp/level and heals 10 hp per turn ability.  That would put the +2 metal per turn ability against +2 initiative and it would be a real sacrifice to take it.  It would also give some reason not to take Prison at level 4.