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  #1  
Old December 7th, 2011, 02:49 PM

JonBrave JonBrave is offline
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Default Re: House Rules against the AI

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Originally Posted by Rookierookie View Post
By the way, how does the AI use its gold? I was wondering if increasing the income would help the AI, since I rarely if ever feel in need of money in SP.
If the AI earns enough money, it will actually buy itself an ice cream

Not sure what level you are playing it, and we've all claimed we can beat the AI anyway, but I would not say I am not "in need" of cash in SP. It is true that later on you seem to get more than you can want, but in the earlier stages I do not have the money to buy mages at every castle plus all troops each turn. If you truly have money to burn, don't forget that filling your homeland with temples never does any harm.
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  #2  
Old December 7th, 2011, 05:58 PM

Rookierookie Rookierookie is offline
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Default Re: House Rules against the AI

I don't pretend to play optimally or even try to. It suits me perfectly fine that the income scale benefits me early and the AI late.
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  #3  
Old December 6th, 2011, 05:15 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: House Rules against the AI

There are also no-independent maps which forces the AI to spend money on elite troops and mages at castles instead of cheap independents all over the map.

Personally I consider those abit extreme altho a fun game variant. I prefer the partial NI maps where something like 1 out of 10 provinces is left with whatever random recruitables the game gives it. Thats the same effect of forcing the AI to better spending but it still allows for the joy of exploration, finding, and securing prime locations
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  #4  
Old December 7th, 2011, 09:48 AM

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Default Re: House Rules against the AI

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Originally Posted by Gandalf Parker View Post
There are also no-independent maps which forces the AI to spend money on elite troops and mages at castles instead of cheap independents all over the map.

Personally I consider those abit extreme altho a fun game variant. I prefer the partial NI maps where something like 1 out of 10 provinces is left with whatever random recruitables the game gives it. Thats the same effect of forcing the AI to better spending but it still allows for the joy of exploration, finding, and securing prime locations
There is also the no-indpendant, special sites that give recruits option. Basically, a bunch of new sites are modded in, and finding them gives access to some amount of independents, often including multiple troop types.
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Old April 27th, 2012, 09:40 PM

Rick L Rick L is offline
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Default Re: House Rules against the AI

The AI can be terrifying at the beginning of a single player game, a patsy in mid game, and boring, why bother, in late game. To make the late game more challenging, play two strong units as human. When you get to the lat game, turn whichever is stronger over to the AI (the become computer controlled command in the options menu).

I just did this playing Helheim and Hinnom. I avoided all the "Hinnom eats everything" units by not taking any luck and managed to do okay against the AI. When I turned it over to the Ai, I had all the Lords of Civilization summoned. It made for a pretty challenging late game. Nethgul was the key to victory.

When playing the AI I also try not to give my commanders any gems, which does make it harder in late game as the AI does do that at least.
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  #6  
Old April 28th, 2012, 01:14 AM
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Default Re: House Rules against the AI

In reading back thru the previous posts....
about giving the AI gold but the drawback is that it aids you.
Most of the nations have room for more capital magic sites. Some well chosen sites can add gold, gems, even special troops. Of course it would require a map and specifically placing the AI on the map so you know where to put the extra sites.

And if that wasnt enough, since you know the location you could always give it another province next door with more specifically chosen magic sites. And add a specifically chosen populace for recruiting and PD. Trolls maybe? Cave men?

Even more fun, if you give the AI two provinces apart from each other. Maybe at opposite ends of the map. Maybe two castles with selected sites. The first thing the AI does is consolidate its position so it would concentrate on fighting to connect the two sites. You can give the AI an early game direction and goal by doing that.
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  #7  
Old April 28th, 2012, 08:38 AM
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Default Re: House Rules against the AI

Quote:
Originally Posted by Gandalf Parker View Post
about giving the AI gold but the drawback is that it aids you.
Most of the nations have room for more capital magic sites. Some well chosen sites can add gold, gems, even special troops.
There is one little problem with this. Giving them those kinds of sites aids the player A LOT when he finally conquers his first capital.

Beter would be to give the AI a starting commander that domsummons good troops, or a national spell that summons a monster that has no slots but has default equipment and stats that mimic popular SC loadouts and blesses. (Or give them slots and let the AI randomly dump even more powerful stuff into it).
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  #8  
Old April 28th, 2012, 07:00 AM
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Default Re: House Rules against the AI

I like the idea of giving the AI 2 separated starting provinces so it will try to connect the territories... is it possible to add a copy of the nation capitol sites to the 2nd province?
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  #9  
Old April 28th, 2012, 09:23 AM
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Default Re: House Rules against the AI

IIRC its treated like a cap site. It would give gold and gems but not troops.
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  #10  
Old May 6th, 2012, 09:50 AM

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Default Re: House Rules against the AI

AI has always problem with supply for their big armies. They dont using magic items with supply bonus. AI army always has lower morale by supply shortage and diseases. Here is problem.
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