Once again the AI struggles with mana costs a single turn into the war, while having off the chart army strength (like, 8 times mine) and tons of stacks.
Maybe we should lower the AI gold bonus (do they even need ANY gold bonus? They might not be as good as the human but they at least know to spend more on adamantium etc cities, and they already have a production bonus for generic production...) and raise the power bonus (but this risks all the extra turning into research and skill if they weren't at war, like the Myrran).
The AI is playing dwarves though which means they are bad at magic power and strong at units, so that pushes it strongly in that direction and might be the only source of the problem. (last game the AI had mana problems too, but recovered from it soon after losing the initial wave of stacks entering my plane, and forced me to run low on mana as well, equalizing things. This game I never reached low mana as I was able stock up much more due to delaying the war, and due to the AI actually starting from half my amount (dwarves->less amplifying towers->less casting skill->less stored mana)).
The AI has Counter Magic from their 2 found Sorcery books. Considering battles are already hard to win as is, this often pushes otherwise winnable battles into losing ones. I lost several cities to it already. I don't remember if we already decided Counter Magic is good as is, or it's still listed as potentially overpowered, but in battles where the only spell I can use is Animate Dead (40MP due to Divine order, so 50% to counter), it's really powerful.
...when the AI has no mana, I can even kill archangels. I can wear down one with bow attacks and spells, then animate it to kill the next and keep doing that. Doesn't always work but horsebowmen are fast enough to sometimes buy enough time.
Necromancy feels overpriced for 1000. It's clearly useless once I have the superior Animate Dead, and too expensive to make before that. It's also extremely situational, it's not that often when I use a stack that has a hero in it, excepts relevant losses, but can guarantee the safey of said hero at the same time. Plus the hero needs levels for the ability to do like anything at all.
I think the AI should cast Endurance more as a standalone spell category when certian conditions are met :
-AI starts with dwarves, past a certain turn (hammerhands with move 3 are scary, move 2, not so much, even if they have tons of other buffs)
-AI knows Hydra (really nice if it moves 1 more and has the highest target priority for buffs)
-maybe if AI knows Death Knights (they can reach on turn 1 with the buff, not otherwise)
-maybe if the human has Entangle
Don't think anything other cases benefits particularly critically? (sure, it's a good buff on almost any very rare or good unit, but something that stands out)
Overall, the AI can't stop my demon lords from destroying their cities, and while I did lose several of mine, I am reclaiming them and the AI will soon run out of stacks on Arcanus (if nothing else, zombies eating away their mana and smaller stacks while multiplying makes sure of that) so winning seems inevitable - we already know the 9 demon lord stack is capable of banishing the wizard if I happen to go for it, too. (they have a soul linker but it dies to doom bolts on turn 1 before archangel can reach the demon lords, so it's actually easier than the 9 archangels...)
Also it seems a single pegasai or shadow demon can kill an entire stack of dwarf units when the wizard is out of mana so blocking towers will be trivial on the long term...if the game even lasts that long.
There are no lairs left on the map for the AI to find new spells from, so I declare this a win.
(they also missed Consecration, so I could pestilence their empire for the win if I wanted. It's even 25% cheaper due to Divine Order
oh and missed Enlightement too and dwarves aren't good at research so I could even do Spell of Mastery.)
As for the difficulty, idk. I used an abnormal strategy (razing all of arcanus) and I would have lost if the Myrran AI declared war immedaitely due to it.
So hard to call this a real win, I was betting on a ~40% possibility by doing that, and got lucky. I also got lucky on Arcanus oponents (they were fighting each other, and used no nagas or other units actualy dangerous. All 3 were using sprites only!)
This was clearly on the lucky side of the spectrum (good start, good opponents, lucky on Myrran) but even lucky games are part of the average.
Still since our definition was 100% wins with this sort of wizard, we need to win unlucky games to really have conclusive evidence.
This is the result of like 3-5 turns of war, without even dispelling their globals :
There are no more archangels left on Arcanus except a few in one of my lost cities. Even if she had more, I can easily kill them due to no combat spell support, and abusing the OP demon lords. So I don't expect to lose any more cities.
Maybe we should lower the AI gold bonus (do they even need ANY gold bonus? They might not be as good as the human but they at least know to spend more on adamantium etc cities, and they already have a production bonus for generic production...) and raise the power bonus (but this risks all the extra turning into research and skill if they weren't at war, like the Myrran).
The AI is playing dwarves though which means they are bad at magic power and strong at units, so that pushes it strongly in that direction and might be the only source of the problem. (last game the AI had mana problems too, but recovered from it soon after losing the initial wave of stacks entering my plane, and forced me to run low on mana as well, equalizing things. This game I never reached low mana as I was able stock up much more due to delaying the war, and due to the AI actually starting from half my amount (dwarves->less amplifying towers->less casting skill->less stored mana)).
The AI has Counter Magic from their 2 found Sorcery books. Considering battles are already hard to win as is, this often pushes otherwise winnable battles into losing ones. I lost several cities to it already. I don't remember if we already decided Counter Magic is good as is, or it's still listed as potentially overpowered, but in battles where the only spell I can use is Animate Dead (40MP due to Divine order, so 50% to counter), it's really powerful.
...when the AI has no mana, I can even kill archangels. I can wear down one with bow attacks and spells, then animate it to kill the next and keep doing that. Doesn't always work but horsebowmen are fast enough to sometimes buy enough time.
Necromancy feels overpriced for 1000. It's clearly useless once I have the superior Animate Dead, and too expensive to make before that. It's also extremely situational, it's not that often when I use a stack that has a hero in it, excepts relevant losses, but can guarantee the safey of said hero at the same time. Plus the hero needs levels for the ability to do like anything at all.
I think the AI should cast Endurance more as a standalone spell category when certian conditions are met :
-AI starts with dwarves, past a certain turn (hammerhands with move 3 are scary, move 2, not so much, even if they have tons of other buffs)
-AI knows Hydra (really nice if it moves 1 more and has the highest target priority for buffs)
-maybe if AI knows Death Knights (they can reach on turn 1 with the buff, not otherwise)
-maybe if the human has Entangle
Don't think anything other cases benefits particularly critically? (sure, it's a good buff on almost any very rare or good unit, but something that stands out)
Overall, the AI can't stop my demon lords from destroying their cities, and while I did lose several of mine, I am reclaiming them and the AI will soon run out of stacks on Arcanus (if nothing else, zombies eating away their mana and smaller stacks while multiplying makes sure of that) so winning seems inevitable - we already know the 9 demon lord stack is capable of banishing the wizard if I happen to go for it, too. (they have a soul linker but it dies to doom bolts on turn 1 before archangel can reach the demon lords, so it's actually easier than the 9 archangels...)
Also it seems a single pegasai or shadow demon can kill an entire stack of dwarf units when the wizard is out of mana so blocking towers will be trivial on the long term...if the game even lasts that long.
There are no lairs left on the map for the AI to find new spells from, so I declare this a win.
(they also missed Consecration, so I could pestilence their empire for the win if I wanted. It's even 25% cheaper due to Divine Order
oh and missed Enlightement too and dwarves aren't good at research so I could even do Spell of Mastery.)
As for the difficulty, idk. I used an abnormal strategy (razing all of arcanus) and I would have lost if the Myrran AI declared war immedaitely due to it.
So hard to call this a real win, I was betting on a ~40% possibility by doing that, and got lucky. I also got lucky on Arcanus oponents (they were fighting each other, and used no nagas or other units actualy dangerous. All 3 were using sprites only!)
This was clearly on the lucky side of the spectrum (good start, good opponents, lucky on Myrran) but even lucky games are part of the average.
Still since our definition was 100% wins with this sort of wizard, we need to win unlucky games to really have conclusive evidence.
This is the result of like 3-5 turns of war, without even dispelling their globals :
There are no more archangels left on Arcanus except a few in one of my lost cities. Even if she had more, I can easily kill them due to no combat spell support, and abusing the OP demon lords. So I don't expect to lose any more cities.