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It's definitely not a 100% chance, which I know because I've fought them plenty and not gotten eaten. But for low hitpoint units the chance of being eaten gets pretty darn high.
But the Glutton also has significant weaknesses: it's slow and its defense is VERY low.
Abilities like throw net or entangle usually have an 80% chance of working on it, making it pretty easy to counter. Ranged attacks can bring it down pretty easily despite its high hitpoints, though you'll need to concentrate fire.
And if a unit does get swallowed, killing the glutton brings it back.
That said, the AI is pretty dumb so you can indeed exploit them pretty easily with gluttons, which will then keep healing it and offset the damage it takes from its low defense. Still, there are plenty of ways to exploit the AI, and it is a tier IV dwelling unit so it's not like you can spam it.
I know it's not supposed to be 100% but it basically seems to work that way. I have my gluttons on the front line and they get attacked over and over and just keep eating everything over and over again, including enemy heroes. I've never had a fight where the glutton didn't basically eat everything that melee'd it. The unit is just completely bonkers. I was having fun at first because it was hilarious how my glutton would destroy entire stacks by itself, but it got lame really fast. I don't know, perhaps one of my mods has screwed with it. I can't think of what mod that would be, though, other than the PBEM mod.
You can get the same results with a hero with life-stealing, tireless, and some stunning ability. Enemies will just batter themselves to death en-masse.
Difference is that if that hero also high defense, the AI will usually bypass him to target weaker things.
With the glutton the issue is that according to the algorithm it SEEMS like a great target, but it doesn't account for Swallow Whole and instead they just end up healing the glutton.
The AI doesn't target players who are ahead, because it (correctly) thinks it will lose. It targets players that are behind, because it thinks it can win.
This generally means that the AI is more dangerous to new/bad players than to experienced ones, which is perhaps not the intended effect.
That's one of the reasons I like to use the Seal victory sometimes, just so I can trigger a mass AI attack against me. Though because of those seals the AI still won't mount a very effective attack.
Unfortunately I don't really know if that can be done. Challenge tends to be early in the game. By the time I get to the late stage I'm generally in a pretty dominant position. That said:
I generally like to reduce research pace a lot and city growth by some (i.e. very slow gameplay in vanilla, or with extended settings mods you can tweak further) which tends to set the player back more than the AI. (who gets a lot of bonuses to income and so doesn't suffer from the reduced speed as much.)
Likewise, reducing the number of treasure sites and (to a lesser extend) income sites helps the AI as they get a lot of bonus income per city, and are also bad at exploiting mystic city upgrades.
AI does better on maps without much sea and defenders and roaming units should be kept at normal.
To prevent too much infighting and let the game go on longer, having a larger map or fewer AI players tends to work better. For 8 players I use large + underground, typically.
A "house rule" I like to enforce for myself is not building forts. The AI can't, so having forts makes things much easier.
A small thing that can help is making sure you fight AIs with good class and specialisation picks. They're bad at playing necromancer, for example. You can either select your opponents directly, or use the mod that forces the random choices to pick from your own custom leaders only, and make sure those are good.
Finally, if you play evil instead of good, there's a bigger chance the AI will gang up on you. But that will probably happen in the early game, not the late game, leading to a shorter game overall.
But even with all that I haven't really found the AI to be challenging in the late game.
What really shocked me is that half the map above ground is empty. Each AI player had like ~5-6 cities and there's tons of empty space on the map, even on turn 70. It seems like the AI isn't too fond of settlers.
I'm starting to think that the only way to get a real challenge is to play vs a large team of AI's. Once I'm finished my all race, all class playthrough I'll try playing vs a team of AI's.
The problem with seals victory is that even if I set charge count to 100, the game is over long before any of the late game stuff. The pacing of this game is weird. In my current game I'm on turn 74 and could have won probably 15 turns ago, I have something like 150 units, but I only just researched age of deception and am working on dark pact now, and this is with me spamming labs/obs in every city and even setting cities to 'seek knowledge'. Late game research takes foooooreeevvverrr.
See if you like it?