Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Default wizards

A list of the current predefined wizards, with my thoughts on how well they perform under AI control, as the AI always uses these wizards - although depending on difficulty they will customize by replacing some, or even a lot of the the picks at random.

Original Portrait version

Merlin - 6 Life, 5 Nature, Sage Master
Both Life and Nature offers a reasonably strong early game - Life offers strong normal units while Nature offers fantastic, while Sage Master accelerates research - further boosted by all the city buffs the realms have and in the endgame possibly by Tranquility and Life Force for a very fast Spell of Mastery.
While the removal spells aren't very good in either realm, Crack's Call, if available makes the wizard a major threat in combat anyway.
Threat level : Medium

Raven - 6 Nature, 6 Sorcery
Strong early game with Nature summons, while being a threat in combat due to Confusion. Dangerous endgame with very powerful Sorcery spells and access to some of the strongest and most unstoppable very rare creatures. Web plus flight is a nice combination that can turn around combat in unexpected ways. Magic Immunity, Flight and Invisibility all make it a lot harder to deal with endgame nature creatures.
Threat level : Medium

Sharee - 6 Death, 6 Chaos, Conjurer
The greatest threat in combat as both realms have nasty spells that kill enemy units effectively. In mid and late game, city curses and global spells can completely destroy the economy of other players.
Conjurer has no synergy at all with either of the above, but both realms have a good selection of pretty good summoned creatures, Ghouls being the strongest common one.
Threat level : High

Lo Pan - 6 Chaos, 5 Sorcery, Alchemy
Both Chaos and Sorcery are near unstoppable in the endgame, and force the player to suffer significant losses when fighting the wizard in the early game. While these realms have the slowest early game, Alchemy powers up normal troops enough to cancel out this disadvantage mostly. The player either has to suffer major losses in the early game to take him out, or has to risk absolutely devastating spells being cast later (such as Armageddon, Suppress Magic, Call the Void). If the wizard gets Time Stop, due to Alchemy it has a potential to last several turns longer than normal.
Threat level : Extreme

Jafar - 10 Sorcery, Warlord
Falls roughly under the same category as Lo Pan, pure sorcery, compensated for the slow start by the very powerful Warlord retort. Late game is powerful but slightly less threatening than Lo Pan due to lack of Chaos.
Threat level : High

Oberic - 6 Nature, 5 Chaos, Mana Focusing
Strong early game with powerful Nature and Chaos creatures, and good combat direct damage and summoning options. Potentially dangerous late game with powerful nature summons, or spells of mass destruction in chaos.
Threat level : High

Rjak - 10 Death, Astrologer
Good early game with created undead gained in combat for free thanks to Ghouls and death books, potentially dangerous late game with access to the entire set of power base denial spells and a high chance of landing on Maniacal personality. Enhanced overland casting power to support casting more death creatures or curses.
Threat level : Medium

SSs're - 5 Life, 5 Chaos, Chaneller
Since the AI now always replaces Myrran with Chaneller, this wizard has a good mana crystal support for casting Chaos combat spells in every combat. Life makes it hard to defeat in the early game due to healing and protective enchantments, while Chaos ensures he develops into a threat later.
Threat level : High

Tauron - 10 Chaos, Chaneller
Very similar to the above but probably weaker in the early and more dangerous in the late game. Max amount of chaos books guarantees this wizard will be winning the game is left unchecked for too long.
Threat level : High, but Extreme if not discovered early enough

Freya - 10 Nature, Guardian
Nature offers consistently powerful fantastic creatures both in the early and late game, although is generally weak against Death wizards. Guardian makes it very hard to conquer her cities filled with already powerful fantastic units, but she is not as threatening on the offense and has limited ways to cause harm with overland spells.
Threat level : Medium

Horus - 6 Life, 5 Sorcery, Archmage
Extremely vulnerable to other Sorcery wizards (both Spell Binding and Dispelling Wave), and Archmage doesn't have a very good synergy with these realms. Unless receiving the nasty Sorcery spells, he is mostly harmless.
Threat level : Low

Ariel - 10 Life, Runemaster
Life offers a reasonably good level of power through the entire game, but lacks ways to force the human player to suffer losses, and it has a high chance to pick a peaceful or lawful personality. Late game is entirely nonthreathening unless the wizard has access to some of the stronger races. Runemaster makes enchantments harder to dispel which is great with the wizard's theme, but isn't particularly relevant unless the player is unable to defeat the wizard without dispelling those spells. Due to high Good alignment, she is likely to be at war with the most threatening Chaos and Death wizards, and thanks to Runemaster she has a high chance of dispelling the nasty enchantments that would otherwise make the player lose, such as Armageddon.
Threat level : Lowest

Tlaloc - 6 Death, 5 Nature, Cult Leader
Nature and Death has a great synergy, not only are they the two realms with the strongest early game, but they have some nice spell combinations : Survival Instinct supports undead creatures very well, and access to multiple types of regenerating creatures is great, not to mention the availability of Berserk to cast on them. While not as dangerous in the late damge as Chaos wizards, both Nature and Death has ways to destroy enemy economy and they work well together, Death can destroy anything in a city except buildings, and Earthquake takes care of those.
Threat level : High.

Kali - 6 Sorcery, 5 Death, Artificier
Both Death and Sorcery can make life hard in the endgame, and generally force suffering losses if fought in the early game, making this wizard perform pretty well, however artificier has zero synergy with these realms (neither can heal or revive heroes) and usually helps the player by summoning powerful artifacts to the game which will them be transferred to the player when this wizard is eliminated.
Threat level : High.

Optional Portrait version

Seravy - 4 Life, 3 Sorcery, 4 Nature, Archmage
Having access to all realms that buff cities and units, this wizard can be unpredictable and depending on spells, can perform very well or rather poorly. Low amount of books in each realm result in few very rare spells and aside from Sorcery, the other two realms are not that threatening. Archmage is a good retort to take advantage of the boosted economy and increase pressure through more combat spells - mainly summons, healing and buffing. Direct damage options are poor, but potential summoning of Sorcery and Nature creautres, access to Crack's Call and Confusion can cause the player to suffer unexpected losses.
Threat level : Medium

Reimu - 10 Life, Guardian
See Ariel, except without Runemaster she is less likely to help the player with Disjuncions, and with Guardian, she is likely to stay in play very long, possibly long enough to accelerate into Spell of Mastery through casting Tranquility and Life Force.
Threat level : Low

Flandre - 6 Death, 5 Chaos, Inquisitor
See Sharee, Death and Chaos are high threats, but what makes this wizard even more terrifying is the Inquisitor retort, which ensures any lost city is never going to be reclaimed by the player, and if Flande ever builds an army the player cannot stop, that army will to through each and every city and obliterate them instead of staying in the first one conquered like in case of other wizards. Add to this that she has twice the normal gold income which can and will accelerate building and unit production, and ensures the availability of mana through alchemy for combat spellcasting even at high range penalties.
Threat level : Extreme

Yuyuko - See Rjak, the two are identical

Patchouli - 5 Chaos, 5 Nature, 1 Sorcery, Sage Master
See Oberic. This wizard also has Sage Master which ensures she'll get those destruction Chaos spells much earlier, plus she has 1 Sorcery spellbook making her a lot more unpredictable and dangerous in combat (Guardian wind, Phantom Warriors, Confusion all might be available)
Threat level : High. (Slightly higher than Oberic)

Suika - 10 Chaos, 1 Nature, Specialist
See Tauron. Suika is more threatening because she can reach the endgame Chaos spells faster, and they're harder to dispel that's to Specialist. On top of these, the 15% lower casting cost improves her early game slightly as well.
Threat level : Extreme

Byakuren - 6 Life, 5 Death, Charismatic
She has the highest chance to make alliances with every other wizard, due to her neutral alignment, charismatic trait, and reasonably good chance of rolling a peaceful or lawful personality. As such she is the main contributor to alliance chains, resulting in games where the player has to fight 3-4 opponents at once.
Aside from this, her spell realms are not particularly threatening, although not weak either. Death plus Life offers quite a lot of versatility.
Threat level : Medium but watch out for diplomacy

Aura - 10 Sorcery, Chaneller
Slightly less threatening than Jafar, although Chaneller ensures a massive amount of combat spells can be cast, resulting in losses for the player which are hard to defend against.
Threat level : High

Clow Reed - 5 Chaos, 5 Sorcery, Runemaster
See Lo Pan. Although not as dangerous early on due to lack of Alchemy, much more dangerous for mid to late game because Runemaster not just ensures his global spells will stay in play longer, but also allows him to cause massive damage through dispelling the player's spells by using his own spells, especially Dispelling Wave if he gets it. This is much less of a concern in case of Ariel who is more likely to not turn hostile and has no Sorcery books to have access to Dispelling Wave.
Threat level : Extreme

Silver - 6 Life, 5 Sorcery
See Horus. Recently changed to have Alchemy instead of Artificier. This counterbalances the slow early game and lack of good summoning spells in the first half of the game, and allows fueling longer Time Stops if the wizard happens to get that spell later. Ideal would be both retorts but that's unfortunately not possible.
Threat level : Medium

Vanilla H - 10 Nature, 1 Life, Tactician
See Freya. An entire level more dangerous, as instead of Guardian, she has Tactician, which makes her already powerful fantastic creatures even better on the offense. While Nature is not a hero related realm, with Tactician, her early heroes can be dangerous, especially paired with massive stacks of summoned units, and in the late game they can be nearly indestructible due to regeneration, iron skin and elemental armor, though at that point the very rare creatures will be even more dangerous.
A single Life book can make a large difference by granting a chance to learn Healing or various buffs that make the already buffed units even harder to kill.
Threat level : High

Tenshi - 5 Life, 5 Chaos, Warlord
Warlord is amazingly powerful on a wizard that can buff units early on with heroism, and while Chaos isn't very strong in the early game, it does make sure the enemy won't be able to stop her with stalling tactics, as surviving units can be killed by bolts. In the late game, the chance for the Crusade+Warlord combo, and access to all the powerful chaos spells on top of having invulerable units makes this probably the most dangerous wizard in the mod. (imagine a single invulnerable unit with a wizard spamming 3 flame strike per battle to support it, all the while she is accelerating into spell of mastery with Tranquility AND Armageddon at the same time...)
She also tends to get the Militarist or Expansionist objective frequently, making her a lot more aggressive in the early game than a neutral alignment wizard with life books normally is.
Threat level : Extreme+

Satori - 6 Nature, 5 Sorcery, Conjurer
See Raven. However Conjurer ensures the wizard will take advantage of the strongest point of both realms : Nature's overland summons and Sorcery's combat summons.
Threat level : High

Yukari - 5 Sorcery, 5 Death, Chaneller
See Kali. Slightly better because she has no Artificier, instead has Chaneller, ensuring that her good selection of combat spells will not exhaust her mana crystals too easily.
Threat level : High.


And one more I would love to add but can't because there is no room...I'm even considering to remove someone just to be able to..but couldn't bring myself to do that yet..
Kaguya - 5 Nature, 6 Death, Alchemy
Alchemy is one of the best retorts and none of the new portrait wizards use it. As this character is known for drinking an elixir for immortality, I think Alchemy is a suitable retort for her (although it wasn't her who made it but Eirin). Nature and Death goes well with the theme of immortality, and Alchemy, the strongest early game retort is amazing with the two strongest early game realms. I believe this wizard would be a great addition to the game...if only I had one more slot...
This wizard would be especially important to include because nature and death are the most underused realms, only 4 wizards have more than 1 book of each.
Threat level : Extreme, high if encountered in the late game only
Reply

Do you think that Warlord is the only "large" retort that can help AI Ariel to become more dangerous?

In addition, what do you think about transferring Alchemy to Horus, Artificer to Lo Pan and Archmage to Kali?
Reply

Due to a change coming for the next version, all the above information now only applies to Normal and below difficulty.

Higher difficulties will ignore the predefined data when generating wizards and will instead :
Pick one of the single realm wizard templates at a 25% chance, or one of the dual realm ones at 75% chance.

Single realm

The wizard picks a random amount of books between 7 to 10 of one realm. (each realm has equal chance)
The wizard has 35% chance to pick Specialist on Hard, 50% on Extreme and 65% on Impossible.
The wizard has 50% chance to pick the primary retort associated with the chosen realm template, and 30% chance to pick the secondary. (Picking both or neither is possible)
After this the wizard proceeds to spend the remaining picks.

Double Realm
The wizard picks a random amount of books between 4 to 6 in two different realms. (each pair has equal chance)
The wizard has a 75% chance to pick the primary retort associated with the chosen realm template, and 30% chance to pick the secondary. (Picking both or neither is possible)
After this the wizard proceeds to spend the remaining picks.

Remaining picks
If the remaining picks are fewer than zero, start over.
Otherwise, pick "books" or "retorts" at a 50-50 chance.
If books was chosen, add a random amount of books of one realm, where the amount is 1-4 but no more than the remaining picks, and cannot raise the number of books over 10, then go back to spending picks.
If retort was chosen, select a random retort, check if there are enough picks left to take it if it costs 2, and add it, unless the wizard already has 6 retorts. Then continue spending picks. However if the difficulty is Impossible, the random retort has double the normal chance of being Alchemy, Warlord, Guardian or Tactician.

Templates
Primary retort first, secondary second. Feel free to comment on these, I might change some of them if I get better ideas.

LIFE : Guardian, Runemaster

The default picks for the matching predefined wizards. Guardian protects cities, while Runemaster helps protecting valuable enchantments, and speeds up Spell of Mastery research, which Life has a better chance to get through Enlightenment than others.

Death : Astrologer, Guardian
Astrologer is the default pick for both predefined Death wizards. It's not a particularly matching choice but it does help the realm somewhat by allowing more overland summons and city curses. It might be better to replace with something else? Guardian sounds weird for Death wizards but it is surprisingly suitable. Death wizards have very good city defense enchantments, and they get amazing power from the cities thanks to Dark Rituals.

Nature
: Tactician, Conjurer
Nature creatures have good defense and benefit greatly from Tactician's extra armor. Conjurer is a no-brainer for the realm with most summons. VanillaH also has Tactician by default so it's matching, no Guardian from Freya though.

Sorcery : Archmage, Warlord
Archmage is probably the most "wizardry" retort, suitable for Sorcery wizards who want to have total control over magic. It ensures the wizard will rarely run out of combat skill and can use those powerful Sorcery combat spells to stall for time until the late game where the realm is strongest. Warlord is Jafar's default pick and works well by giving the wizard enough military power to survive the early game.

Chaos : Channeller, Archmage
Chaneller is an obvious benefit for Chaos and is Tauron's retort. Archmage should help Chaos reasonably well by providing more casting skill in combat.

Nature + Sorcery : Conjurer, Archmage
See Satori for Conjurer. Archmage might be a bad idea for this one, as it is already used a lot, but it does help both realms and is Seravy's default retort who has both of these realms. We do have 30 slots for only 17 retorts, so some appearing multiple times is inevitable.

Nature + Chaos : Sage Master, Mana Focusing
The default picks for the matching predefined wizards.

Nature + Life : Mana Focusing, Sage Master
Sage Master is Merlin's default choice, and works well with these realms. Mana Focusing should help in the early game, which these realms are pretty good at, especially combined : early fantastic creatures paired with buffed normal units.

Nature + Death : Alchemy, Cult Leader.
Nature and Death have by far the strongest early game, and Alchemy further enhances that by creating an overwhelming force of normal units on top of raised undead and cheap but powerful nature creatures. Cult Leader is Tlaloc's default retort and works fine by providing long term fuel for the realm, plus it enhances the effectiveness of Dark Ritual.

Sorcery + Life : Alchemy, Artificier
See Silver.

Sorcery + Chaos : Runemaster, Alchemy
See Clow Reed and Lo Pan.

Sorcery + Death : Channeller, Guardian
Chaneller is Yukari's default pick, and both realms use combat spells intensively, so it should be useful. Guardian should appear on the combination of the two realms with the most city defense enchantments (flying fortress, spell ward, cloud of shadows, wall of darkness and uranus's blessing)

Chaos + Life : Warlord, Runemaster
Runemaster's double dispel resistance is a tremendous advantage for both Chaos and Life who have powerful late game enchantments in large amounts. Warlord works well with life, and chaos spells can support a military based strategy in combat well with direct damage. It's also Tenshi's default retort.

Chaos + Death : Inquisitor, Conjurer
The default retorts for the matching predefined wizards.

Life + Death : Charismatic, Cult Leader
Charismatic works best on a wizard that is alignment neutral. Cult Leader is easy to associate with life and death magic, and benefits both more than average through boosting Dark Ritual and Heavenly Light.
Reply

Why not make the primary associated retort for the single-realm Life template the Warlord, and for the single-realm Sorcery template the Runemaster? The synergy between the retort and the realm in these cases is too strong to not use them. The new system will only apply at higher difficulties, and there is no guarantee that in each particular case the AI will take the associated retorts, so there is no need to use the logic that was used in case of default wizards. I recommend Warlord and Runemaster for Life, and Runemaster and Tactician for Sorcery.

I also think that it is not very good idea to make Inquisitor associated with any specific template because its effectiveness is dependent from race too much, so it may actually harm the AI in some cases. (By the way, have you completely abandoned the idea to rename it into something more suitable?)

On the other hand, I am worried that double chance to take Alchemy, Warlord, Guardian or Tactician on Impossible will decrease diversity too strongly. Is it really neccessary to sacrifice the diversity simply to optimize the performance of AI on the hardest difficulty? Impossible is already very hard difficulty as it is now.
Reply

I would try to have it so that none of the single realms have the same retorts; I would then try to have each double realm have a primary different than all the single realm primary retorts. This way all retorts should show up reasonably often.

You then have the problem of the 2 pick retorts being stronger, so I would try to set those to secondary in all cases.

This means you have 17 retorts, 15 primary retorts, 15 secondary retorts. 5 retorts are 2 pick (warlord, astrologer, guardian, channeler, runemaster). So 3 of these should be primary just so all the primaries can be different.

Given warlord has it's own thing, I would avoid it for primary. Similarly rune master has got a lot of discussion recently so I'd avoid it for primary.

Since single realms are much less common I would give them all 3 of the other 2 picks as primary. I'd also give them archmage and specialist as the two most effective in the hands of the AI so we don't want to see them as often.

So channeler (chaos), astrologer (life), guardian (death) archmage (sorcery), specialist (narure) for single realm primaries.

This leaves alchemy (life/nature), artificer (life/death), famous (life/sorcery), charismatic (death/sorcery), conjurer (nature/chaos), tactician (nature/death), cult leader (life/chaos), inquisitor (nature/sorcery), mana focusing (chaos/death), sage master (chaos/sorcery) as double realm primaries.

I'll do secondaries in the next post.
Reply

Also as an aside, I would replace alchemy with archmage for impossible if the goal is to increase difficulty. Impossible doesn't need to swap resources, and they summon so many things they don't need magic weapons. Archmage is easily the most powerful retort (including 2 picks) an impossible AI can have.
Reply

I'd also replace Guardian with Runemaster - Impossible AI aren't hard because they defend, they're hard because they're extremely proactive. Guardian does nothing to help that, while runemaster is extremely strong for impossible AI. (This also matches that runemaster isn't a primary retort in my list.) Similarly, Specialist is far stronger for an impossible ai than tactician. This then would give the two strongest 2 picks and 2 strongest 1 picks at an increased rate for impossible. But it depends on why you're doubling those rates.
Reply

For secondary retorts, I'm going to try to pick something that doesn't show up as primary anywhere else for that realm - so for the life secondary, I don't want something that is a primary for life (obviously), nor something that is primary for any of the double realms with life. This way, each realm, regardless of when you play it, gets a wide variety of retorts, again mixing up the games a lot. Aside from that restriction, I'm going to try to match the secondaries to the themes you have for a given realm.

So for single realms:
- Life can't be: Astrologer, Alchemy, Artificer, Famous or Cult Leader. Life secondary therefore gets Runemaster.
- Sorcery can't be: Archmage, Famous, Charismatic, Inquisitor or Sage Master. Sorcery therefore gets Alchemy.
- Chaos can't be: Channeler, Conjuror, Cult Leader, Mana Focusing, Sage Master. Chaos therefore gets Archmage.
- Nature can't be: Specialist, Alchemy, Conjurer, Tactician, Inquisitor. Nature therefore gets Sage Master.
- Death can't be: Guardian, Charismatic, Tactician, Mana Focusing, Artificer. Death therefore gets Cult Leader.

Double realms follow the same rule, but this will start to get difficult, so I can't be sure it will always work:

Life/Nature: Guardian.
Life/Death: Sage Master.
Life/Sorcery: Mana Focusing.
Life/Chaos: Warlord
Nature/Death: Astrologer
Nature/Sorcery: Channeler
Nature/Chaos: Charismatic
Death/Sorcery: Runemaster
Death/Chaos: Alchemy
Sorcery/Chaos: Tactician
Reply

Quote:I also think that it is not very good idea to make Inquisitor associated with any specific template because its effectiveness is dependent from race too much, so it may actually harm the AI in some cases. (By the way, have you completely abandoned the idea to rename it into something more suitable?)


Pretty much yes. A good observation but I think the solution for this should be simple. The AI should pick from a different, limited set of races if playing Inquisitor. Very much like how 1.31 vanilla did, which limited impossible to the 5 best races. Feel free to suggest which 5 Arcanus races should be included (all Myrran races will be, they're good enough). Of course the two aren't mutually exclusive but the synergy between spamming city curses and terrain destruction in red+black, and forced razing is too much to ignore.

Quote:Why not make the primary associated retort for the single-realm Life template the Warlord, and for the single-realm Sorcery template the Runemaster?

Warlord works poorly with peaceful wizards which is the primary trait of Life (tho the weight is not as high as it used to be). It also increases the chances for picking an early aggro Objective quite a lot which is not something I want to associate with Life wizards. They should  be equally or less aggressive in the early game as others, not more. Maybe as secondary instead of Runemaster, but definitely not as primary.
I want to avoid mono-Sorcery picking Runemaster because it unbalances the game - it makes the AI use far too much dispels which is not very fun (see complaints in other threads). It should be something rare, not something that happens with 50% of Sorcery wizards. Sorcery wizards already use more dispel than others due to AEther Binding.

Quote: On the other hand, I am worried that double chance to take Alchemy, Warlord, Guardian or Tactician on Impossible will decrease diversity too strongly. Is it really neccessary to sacrifice the diversity simply to optimize the performance of AI on the hardest difficulty? Impossible is already very hard difficulty as it is now.

It's not really necessary but the effect is minor so I see no reason not to. There is only a 1/11 chance for this to happen per pick, as there is 50% to take books, and 18 retorts in the other 50% out of which only 4 have 2/22 chance instead of the usual 1/18. If it proves too much, we can always disable this later.

Quote:I would try to have it so that none of the single realms have the same retorts; I would then try to have each double realm have a primary different than all the single realm primary retorts. This way all retorts should show up reasonably often.

This is already true, except for Alchemy which shows up twice. The only retorts that do not show up at all in primary slots are : Myrran (obviously), Famous (weak for AI), Artificier (weak for AI), and Cult Leader (this one is good, but not very interesting and does appear as secondary exactly where we could use it as primary, the second alchemist)

Quote:You then have the problem of the 2 pick retorts being stronger, so I would try to set those to secondary in all cases.
That would leave us with at least 5 more redundant retorts and break the previous part. (I insist on not having Famous and Artificier as primary picks, they are far too weak choices for AI). I think that is more important, also 2 pick retorts might be "stronger" but they cost 2 so they're not stronger per pick.

Quote:Since single realms are much less common

1 out of 3 would be normal (10 dual and 5 single retorts), compared to that, 1 out of 4 isn't "much less" common, I rather say slightly less. (which btw is because dual wizards will sometimes raise books in their already picked realms, resulting in the same 7+ book wizard "single realm" would make)

Quote:Also as an aside, I would replace alchemy with archmage for impossible if the goal is to increase difficulty.

More like, stability. Alchemy makes it more likely the wizard has the mana crystals needed for spell blasting, or combat casting. Archmage does the opposite, makes it run out easier.

wtf is with the new forum engine the cursor keeps warping around to previous lines of text while I'm typing frown

Warlord and Tactician also increases stability by providing higher survival rate in the early game, and Guardian obviously does as well. Increasing difficulty is a secondary objective, I want to make sure the games won't follow the "strong AI kills everyone else, player fights last AI standing" scenario on impossible.
Runemaster is unfun , I rather not increase that.
Reply

All right, I understand your choices. I think you have repeats of too many retorts in your list, but, I'm not terribly concerned about it, and while I'd change some of the primary choices, I'm not worried about that either. Further, when i say 'lower chance of single realm' I'm specifically talking about what retorts will show up in a given game as primary, as those retorts will show up most often. Since Archmage, Specialist and 2 pick retorts are stronger for an AI (since they get more picks so the opportunity cost isn't as high), having it show up less often (even if its not a lot less), I think is a good thing. But, I'm not going to freak out about it. I've lived with default builds for years without getting bored, this is going to do nothing but improve that even if I don't completely agree with the specifics.

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.)
Reply



Forum Jump: