So, the following happened today...
A friend of mine who pretty much hates the game but ends up playing it every once in a while anyway for some reason, played on Normal.
He was playing Chaos/Nature (random generated) and his plan was to turn a Chaos/Life wizard into an ally.
Things were going fairly well, he had a wizard's pact, and the relation went up to calm.
He could have made the alliance at one point if he had money, but he did not so the AI refused with the new "i expected a better offer" message which indicates they wanted gold or spells. He had a spell to give to the AI, so it was clearly gold. (bug? I thought if the AI wants money but there is no money, they try for spells. I remember fixing that recently. Weird.Investigating. Yes, it's a bug. AI wants a spell that is at least priority>=current turn. Obviously impossible 99% of the time. Wither we should make this something like (turn/8)<=priority or eliminate it altogether. Max spell priority is 54 and those are spells no one would ever give to the AI even for an Alliance.)
Anyway, he missed the chance to get the alliance. So some time goes by, now the AI has more military (was playing barbarian warlord. Yes, that's serious bad luck, he has that sort of luck all the time. Resist 9 Gargoyles died at least 70% of the time to black sleep while he was playing.) and now refuses the alliance due to that.
However he attacks another AI which has an alliance with this AI due to having peaceful personality. Books are Chaos/Life vs Nature/Sorcery so relation is about zero, but peaceful is enough to overcome that. So then the alliance forces the AI to break the wizard's pact and declaring war. And of course this is all the game's fault and mine, definitely not his for attacking that person. (who built a city on their continent, but hey, 1408...was likely the last free tile on the map, not that the AI can comprehend this anyway. Why not attack them after making the alliance? It's not like he had the armies to fight that one player, even ignoring the other AI, especially during a war with a third person and losing his largest army to an air elemental node (I also don't get why he reloaded battles with 1 gargoyle a dozen times but not losing his entire javelineer stack in the node, whatever.))
So this rises a few questions, in particular :
-Maybe the AI should not make alliances on Normal and lower difficulty?
-Alternately, maybe reducing the difficulty modifier in the AI to AI diplomacy formula was a mistake? If the difficulty modifier is high, but is set up in a way the result is unchanged in Expert, then the AI will ally less on lower difficulties. (but they ally more on Master which I think would be a problem.)
-Maybe the AI should not use only their own personality in the formula? As is, the human does get the advantage of making alliances with the peaceful wizard, but if they wanted to attack that one and be on good terms with the ruthless one instead (which depending on book colors or overall game state can be the good choice) they do not have this sort of advantage while that Peaceful AI still enjoys the Peaceful benefit in making an alliance with a Ruthless wizard. So maybe the formula should be the average of the two personalities, instead of only one of them?
His other complaint was he expected the Chaos/Life wizard to declare war on the nearby Death wizard. This never happened - Militarist is scaled by game turns and the game was only played up to 1408 so it couldn't work (otherwise it should have eventually triggered as Barbarian Warlord was far ahead in military strength). Generic was was not an option due to the difference. Relation wasn't low enough (0 alignment vs -10) to force an automatic war. Hostility rolls had, if I remember the formula well, 52% chance of turning hostile every time, but either his bad luck, or the fact the AI has no curses and due to low difficulty, no relevant forces to actually attack with, so even if hostile, not war happens as nothing worsens relations resulted in nothing happening at all until 1408.
Ultimately, all the mechanism we added to make sure the AI doesn't declare too much war on the human, resulted in the human unhappy because the AI wasn't declaring war on itself.
I don't really think anything can be done about this one, nor do we need to, just saying, less war even if beneficial to humans, makes them unhappy. Anything short of directly helping them by making AI's fight each other is just not enough to satisfy...quite a lot of players I think. But doing that would make the game way too easy.
A friend of mine who pretty much hates the game but ends up playing it every once in a while anyway for some reason, played on Normal.
He was playing Chaos/Nature (random generated) and his plan was to turn a Chaos/Life wizard into an ally.
Things were going fairly well, he had a wizard's pact, and the relation went up to calm.
He could have made the alliance at one point if he had money, but he did not so the AI refused with the new "i expected a better offer" message which indicates they wanted gold or spells. He had a spell to give to the AI, so it was clearly gold. (bug? I thought if the AI wants money but there is no money, they try for spells. I remember fixing that recently. Weird.Investigating. Yes, it's a bug. AI wants a spell that is at least priority>=current turn. Obviously impossible 99% of the time. Wither we should make this something like (turn/8)<=priority or eliminate it altogether. Max spell priority is 54 and those are spells no one would ever give to the AI even for an Alliance.)
Anyway, he missed the chance to get the alliance. So some time goes by, now the AI has more military (was playing barbarian warlord. Yes, that's serious bad luck, he has that sort of luck all the time. Resist 9 Gargoyles died at least 70% of the time to black sleep while he was playing.) and now refuses the alliance due to that.
However he attacks another AI which has an alliance with this AI due to having peaceful personality. Books are Chaos/Life vs Nature/Sorcery so relation is about zero, but peaceful is enough to overcome that. So then the alliance forces the AI to break the wizard's pact and declaring war. And of course this is all the game's fault and mine, definitely not his for attacking that person. (who built a city on their continent, but hey, 1408...was likely the last free tile on the map, not that the AI can comprehend this anyway. Why not attack them after making the alliance? It's not like he had the armies to fight that one player, even ignoring the other AI, especially during a war with a third person and losing his largest army to an air elemental node (I also don't get why he reloaded battles with 1 gargoyle a dozen times but not losing his entire javelineer stack in the node, whatever.))
So this rises a few questions, in particular :
-Maybe the AI should not make alliances on Normal and lower difficulty?
-Alternately, maybe reducing the difficulty modifier in the AI to AI diplomacy formula was a mistake? If the difficulty modifier is high, but is set up in a way the result is unchanged in Expert, then the AI will ally less on lower difficulties. (but they ally more on Master which I think would be a problem.)
-Maybe the AI should not use only their own personality in the formula? As is, the human does get the advantage of making alliances with the peaceful wizard, but if they wanted to attack that one and be on good terms with the ruthless one instead (which depending on book colors or overall game state can be the good choice) they do not have this sort of advantage while that Peaceful AI still enjoys the Peaceful benefit in making an alliance with a Ruthless wizard. So maybe the formula should be the average of the two personalities, instead of only one of them?
His other complaint was he expected the Chaos/Life wizard to declare war on the nearby Death wizard. This never happened - Militarist is scaled by game turns and the game was only played up to 1408 so it couldn't work (otherwise it should have eventually triggered as Barbarian Warlord was far ahead in military strength). Generic was was not an option due to the difference. Relation wasn't low enough (0 alignment vs -10) to force an automatic war. Hostility rolls had, if I remember the formula well, 52% chance of turning hostile every time, but either his bad luck, or the fact the AI has no curses and due to low difficulty, no relevant forces to actually attack with, so even if hostile, not war happens as nothing worsens relations resulted in nothing happening at all until 1408.
Ultimately, all the mechanism we added to make sure the AI doesn't declare too much war on the human, resulted in the human unhappy because the AI wasn't declaring war on itself.
I don't really think anything can be done about this one, nor do we need to, just saying, less war even if beneficial to humans, makes them unhappy. Anything short of directly helping them by making AI's fight each other is just not enough to satisfy...quite a lot of players I think. But doing that would make the game way too easy.