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this thought never occurred to me. hm. fascinating.
ok, anyway, anyone have some of the specific #s involved with this, um, difficult concept for me to grasp? Or a possible source to look into? Nothing in the 300 page manual other than "the ai gets more cheater as you go up."
Actually the AI is given more time to think with each new level. I've always hated this because I want to give the AI more thinking time on the balanced level which it will not allow you to do. Ageod games used to give you the option to give the computer more time. I don't understand why they changed this.
It's also further blurred by the fact that some changes benefit the player, even on higher difficulty. For example, there are many occasions in events where, if a country should be made a vassal, if controlled by a human, it won't happen. This is why the first level is named balanced because it combines adjustments for both the human player and the AI for the best gaming experience.
I guess the most important part for me would be it gets maximum access to its decisions and time to work out what it will do at the "balanced" level.
Can you speak to that?
Since Empires is based on a new engine, we rewrote the AI from scratch, and it is both much faster and better than the old AGEOD engine.
Balanced difficulty has no time penalty compared to higher difficulty levels; they all work with the time they need and are not restricted in their search for solutions.
Hope you guys will remain open to suggestions for the ai from us as we get to play it more.
Old World devs have been remarkable in this as an example.
Thanks for clarifying Pocus. Why does the manual make it sound otherwise?
*At higher levels of difficulty, the AI will more often calibrate its options and the depth of search for opportunities will increase;
Ah well then still wish we could get the best AI thinking algorithm at any level or at least the option to! I like playing the level with the least AI cheats but AI still playing at it's best capacity. I am fine giving the AI more time to think. I always picked this option with the old Ageod games and miss it!
Because it's an illusion to think one compensates for the other. We are not there yet, but perhaps we will be within a few years with the generalization of AI. Then people will ask for AI opponents with some limitations because they are too good!
So, the AI gets numeric bonuses because it's the only way for it to remain competitive in a complex game.