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Old November 21st, 2003, 10:44 AM

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Default Re: Alternate Victory Conditions and the AIs who love them

Quote:
Originally posted by licker:
Ok, so I finally was able to finish my first SP game the other night. I was going as C'tis against 6 other difficult AIs on the Eye map (plenty of room to expand). I also set up the victory points condition for the win. Here's what I saw.

The AI seemingly ignored the VP provinces. Even when it would take one, it wouldn't defend it very well, even when I was attacking that AI, and was real close to winning. Bummer

So my question (again) is does the AI take into consideration any of the VC settings? My guess is no from what I saw (also saw an AI with a 3VP province *next to* his capitol that he still hadn't taken on turn 35!!).

I also noticed that the AIs didn't build any forts (or labs for that matter) anywhere (nothing new), and I think this is a big problem for them as the game progresses. Especially with nations like Ulm who can really benefit from another resource center at which to spend their extra cash on better units than the indie HI and Militia.

I did see some sizable armies from Arco with a boat load of Heart Companions (at least 30 in an army of about 100), but there was no priest to bless them!!! We stumbled on each other both going for the same indie province. My force of Swamp Gaurds, LI, and some summoned undead just stomped them, there were no priests or mages along with that army, and though they outnumbered me 100 to 60 it wasn't close as my priests kept my morale up, and my mages kept theirs down

Anyway, it was a fun game, but I still saw the same things I saw in the demo that the AI is lacking in (game went about 60 turns...) no fort building, very poor gem incomes, and the inability to (seemingly) to recognze the new VC.

If the AI indeed is not set up to recognize VC that's fine, I'd just like to know so that in SP games I won't use them.
You should post these in the AI weaknesses thread.
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