(October 6th, 2016, 20:02)Nelphine Wrote: I disagree that things like warlord and tactician will help an impossible ai survive early game - they all have the same increased chance to have it, but the chance isn't high enough for most of them to have it. Instead you'll just end up with 1 of those in most games on impossible, which will instead make that one ai stronger in the early game, allowing him to kill others (aside from guardian). If that's your goal, I'd suggest alchemy and guardian, but nothing else. (And I've never seen an impossible ai have problems with resources of either kind. They simply wade around in massive amounts of it, and unless you can destroy it all in one turn (in which case alchemy won't help anyway), they have all they can possibly need of both without alchemy.)
Good point, Warlord and Tactician isn't very good for this purpose (tho it still helps a little if it goes to realms that have bad early games, and if not then it raises the difficulty as a secondary goal).
Impossible AI will have mana crystal troubles if they have to blast the Spell of mastery every turn on another wizard with 1000 skill. (tho not as much as before when they spent a lot in strategic combat so it might not be relevant)
Alchemy is nice for Time Stops too, or when a large war starts and there are 10-15 battles each turn.
I think I'll postpone the decision on this after gathering new statistical data from how AI performs with or without these retorts. If it unbalances the game too much I'll drop them.