So yeah, the recent AI improvements definitely made the game harder, but it's very hard to judge how much harder it is. I'm going to need to play several dozen games which will take months before I can safely say the difficulty levels are balanced (or not). I'm going to stick this thread until we are satisfied with the difficulty levels.
The intended purpose of difficulty levels :
Easy - 100% win even for beginners unless intentionally trying to lose.
Normal - 100% win for experts, an enjoyable game with a high but not 100% chance to win for beginners.
Hard - 100% win for experts with a very strong wizard, very high chance to win for them otherwise, none to medium chance for beginners, depending on how badly and what wizard they play.
Extreme - High chance to win with a stronger wizard for experts, medium chance with an average wizard, no chance for beginners
Impossible - Low to medium chance to win with a very strong wizard, very low chance with an average one, pretty much no chance with a weak wizard unless with extreme luck on starting location and enemies.
These are the current settings :
AI abilities
The AI is unable to move before attacking on Normal and Easy.
The AI is unable to use "my unit is faster" and "my unit is invisible" stall tactics on Normal and Easy.
Possible ways of improvement :
The AI could increase the random factor of combat spell decisions on lower difficulties, in other words, play a little bit dumber. (only Easy? Up to Normal? Up to Hard?)
AI picks
Easy and Normal uses the default wizards without modification.
Hard gets 13 picks.
Extreme gets 14 picks.
Impossible gets 15 picks.
Impossible wizards have double chance to pick Warlord, Guardian, Alchemy and Tactician.
Possible ways of improvements
Maybe reduce the extra picks received on Hard and above? As is, there is no mode where the AI uses custom wizards that have the default 12 picks.
Maybe change the chance of selecting the "default" retort for each color template based on difficulty, so Extreme wizards pick the "best match" retorts more often than Hard wizards?
Diplomacy
1. On higher difficulty the AI players conduct positive diplomacy with each other more often.
The chance is (15-2*Difficulty level) per turn.
2. The roll for positive diplomacy between AI players receives a +2 to 5/difficulty level bonus (this was 3-9 in the previous versions) - this affects peace, pact, alliance and trade rolls.
3. The amount of relation penalty received when the player controls too many cities is higher on higher difficulty.
4. Negative relation changes between AI players are reduced by 10%/difficulty level and positive increased by this amount past turn 150.
5. Generic War declaration against the human player receives a -8 penalty per difficulty level.
6. Relation based war declaration against the human player does not happen if the human player is already in a number of wars equal to the difficulty level.
7. (new) There is a -10*Difficulty level penalty to all Treaty offer rolls the AI makes when deciding to offer a Wizard's Pact, Alliance or trade offer to the player. Peace Treaty is not affected. Pact offered due to overwhelming human military is not affected.
8. Relation has a higher effect on the AI's preference to use more curse type overland spells (small effect)
Possible ways of improvements
Probably no need after the last update but testing needed.
AI Resources
1. City Growth.
Easy : 75%, Normal 110%, Hard 130%, Extreme 140%, Impossible 150%.
2. Outpost Growth
Easy : 100%, Normal 125%, Hard 150%, Extreme 175%, Impossible 200%.
3. Production
Easy : 75%, Normal 120%, Hard 140%, Extreme 166%, Impossible 200%.
4. Gold from cities
Easy : 100%, Normal 100%, Hard 140%, Extreme 180%, Impossible 250%.
5. Power income (all sources)
Easy : 75%, Normal 130%, Hard 160%, Extreme 200%, Impossible 250%.
6. Research income (cities only)
Easy : 100%, Normal : 100%, Hard : 110%, Extreme : 120%, Impossible 130%.
7. Maintenance (mana, gold, food on everything)
Easy : 100%, Normal 60%, Hard : 50%, Extreme : 40%, Impossible 30%.
8. Overland spell casting cost
Easy : 100%, Normal 80%, Hard : 66%, Extreme : 50%, Impossible 40%.
Possible ways of improvements
The jump in city growth between normal and hard might be too large?
Lots of testing needed.
Other
Random events are disabled on Easy (even if enabled from the menu).
Events are more frequent on higher difficulty levels.
Fleeing is always successful on Easy
Neutral cities are allowed to grow up to 4+2*Difficulty size.
Frequency and strength of Rampaging Monsters
Frequency and strength of Raiders
How much neutrals prefer to target the human player's cities over other cities.
The intended purpose of difficulty levels :
Easy - 100% win even for beginners unless intentionally trying to lose.
Normal - 100% win for experts, an enjoyable game with a high but not 100% chance to win for beginners.
Hard - 100% win for experts with a very strong wizard, very high chance to win for them otherwise, none to medium chance for beginners, depending on how badly and what wizard they play.
Extreme - High chance to win with a stronger wizard for experts, medium chance with an average wizard, no chance for beginners
Impossible - Low to medium chance to win with a very strong wizard, very low chance with an average one, pretty much no chance with a weak wizard unless with extreme luck on starting location and enemies.
These are the current settings :
AI abilities
The AI is unable to move before attacking on Normal and Easy.
The AI is unable to use "my unit is faster" and "my unit is invisible" stall tactics on Normal and Easy.
Possible ways of improvement :
The AI could increase the random factor of combat spell decisions on lower difficulties, in other words, play a little bit dumber. (only Easy? Up to Normal? Up to Hard?)
AI picks
Easy and Normal uses the default wizards without modification.
Hard gets 13 picks.
Extreme gets 14 picks.
Impossible gets 15 picks.
Impossible wizards have double chance to pick Warlord, Guardian, Alchemy and Tactician.
Possible ways of improvements
Maybe reduce the extra picks received on Hard and above? As is, there is no mode where the AI uses custom wizards that have the default 12 picks.
Maybe change the chance of selecting the "default" retort for each color template based on difficulty, so Extreme wizards pick the "best match" retorts more often than Hard wizards?
Diplomacy
1. On higher difficulty the AI players conduct positive diplomacy with each other more often.
The chance is (15-2*Difficulty level) per turn.
2. The roll for positive diplomacy between AI players receives a +2 to 5/difficulty level bonus (this was 3-9 in the previous versions) - this affects peace, pact, alliance and trade rolls.
3. The amount of relation penalty received when the player controls too many cities is higher on higher difficulty.
4. Negative relation changes between AI players are reduced by 10%/difficulty level and positive increased by this amount past turn 150.
5. Generic War declaration against the human player receives a -8 penalty per difficulty level.
6. Relation based war declaration against the human player does not happen if the human player is already in a number of wars equal to the difficulty level.
7. (new) There is a -10*Difficulty level penalty to all Treaty offer rolls the AI makes when deciding to offer a Wizard's Pact, Alliance or trade offer to the player. Peace Treaty is not affected. Pact offered due to overwhelming human military is not affected.
8. Relation has a higher effect on the AI's preference to use more curse type overland spells (small effect)
Possible ways of improvements
Probably no need after the last update but testing needed.
AI Resources
1. City Growth.
Easy : 75%, Normal 110%, Hard 130%, Extreme 140%, Impossible 150%.
2. Outpost Growth
Easy : 100%, Normal 125%, Hard 150%, Extreme 175%, Impossible 200%.
3. Production
Easy : 75%, Normal 120%, Hard 140%, Extreme 166%, Impossible 200%.
4. Gold from cities
Easy : 100%, Normal 100%, Hard 140%, Extreme 180%, Impossible 250%.
5. Power income (all sources)
Easy : 75%, Normal 130%, Hard 160%, Extreme 200%, Impossible 250%.
6. Research income (cities only)
Easy : 100%, Normal : 100%, Hard : 110%, Extreme : 120%, Impossible 130%.
7. Maintenance (mana, gold, food on everything)
Easy : 100%, Normal 60%, Hard : 50%, Extreme : 40%, Impossible 30%.
8. Overland spell casting cost
Easy : 100%, Normal 80%, Hard : 66%, Extreme : 50%, Impossible 40%.
Possible ways of improvements
The jump in city growth between normal and hard might be too large?
Lots of testing needed.
Other
Random events are disabled on Easy (even if enabled from the menu).
Events are more frequent on higher difficulty levels.
Fleeing is always successful on Easy
Neutral cities are allowed to grow up to 4+2*Difficulty size.
Frequency and strength of Rampaging Monsters
Frequency and strength of Raiders
How much neutrals prefer to target the human player's cities over other cities.