I've just managed to play a whole game without building any other units, any research buildings or any gildar generating buildings (and avoided having to research the associated techs). Just mass produce henchmen and level them up as governors and the unrest bonuses, 3 gildar and 3 research is enough to keep your army of henchmen going. I quite liked having scholars who leveled up lore, and administrators who leveled admin and merchants who brought in more coin, but
xpyre
I like it. It would be difficult not to be exploitable, but in my view that is not necessarily a bad thing. In GalCiv II you could create fragile units which carried great stuff early in the game. One hit and they were dust, but on occasion they were a fun solution to face some problems.
Any item which is available so early and makes everything that comes after obsolete is bad design. If this was at the top of the magic tree it would still be worth punting for but so early in the game it just makes all other weapons + magic weapon techs irrelevant. It either needs moving, nerfing or having later weapons that are even better. [e digicons]8C[/e]
It might be interesting to build a list of "thoughts" we are having as players so that whoever is looking into the AI can check off whether the AI considers this.As a second step building lists of actions which achieve objectives would flesh out the AI's behaviors. Without having an outline of what the AI looks like I can't begin to see whether it has a poor model of how to win the game, is just not considering things, whether it is poorly prioritizing options or poorly implem
I agree with everything you say Kongdej. I keep bumping up the difficulty in the hope that something interesting might happen but all that does is that the AI gets better at churning out troops which should overwhelm you with their quality and numbers. However, it then implements attacks so poorly that you have half a chance of keeping going long enough to actually win. Having ridiculous bonuses does not equate to good AI. Given that chess is a game where the compu
dihir I agree, there are other viable strategies, I just rattled off some ideas and by no means did I mean to make it an exhaustive list. It would be nice if some factions had alternate plans, but a single plan would be a huge step forward. It would be nice if it was apparent how each faction was playing to win. (Economic long game, rush military, spell of making, quest, accumulated military might, overwhelming magic). Right now it appears that they are playing a game without an
Firstly I'd just like to say that the gaming experience is much better than E:WoM. It is actually a pleasure to play. There are various ways to progress to win and that always makes a game enjoyable & replayable. However it is currently hamstrung by the AI. The AI problems/concepts are not that dissimilar to GalCiv so it really has had a long time to evolve, but yet hasn't. The factions should be more tuned to their strengths rather than all appearing q