December 22nd, 2016, 06:09
Posts: 88
Threads: 5
Joined: Dec 2016
My two cents regarding early AI aggression & warmonger penalty.
I personally like it - it gives purpose of AI having additional starting units and puts player in difficult decision in terms of builder/settler vs defense, denying quick expansion in favor of security/survival.
I would say, lets give player more room in beginning of the game on lower difficulties and push them harder on higher ones.
In one immortal game I got rushed on turn 8 by 4 warriors, while I had only one warrior and first slinger still in production. Of course I was defeated, but I reloaded game from T1 and while playing different variations of defense I found the way how to defend against it. First of all, I had to position my warrior in the way that AI wont get my capital under siege to allow city to regain health between turns and get time to finish slinger. Then killing AI units one by one by carefully selecting to prevent siege. Hold them off until second slinger was completed and then cleaned them. Since then my build order is almost always slinger, slinger, builder, slinger, slinger, builder/settler.
In opposite situation, that player is doing early aggression, AI should emphasize more ranged units (prioritize archery tech) and defensive terrain.
I´ve got more problems with warmonger penalty and seems I´m not alone. First of all, penalty is too high. More than minus 20 leads to end of meaningfull diplomacy in my games. To counter penalty with positive diplomatic actions, which are in range 3-12 points, then low penalty should be 3, moderate penalty 6, normal 9, high 12, then 15, 18 and 21 for highest.
There should be also differentiation between each occasions - if AI declares war to player, penalty should be only half. If player joins the war with AI, no penalty for joint AI, half penalty for other AI and normal penalty for AI war was declared against, etc.