Age of Wonders 4

Age of Wonders 4

30 ratings
Age of Wonders 4 AI Explained
By アンジェル
75 70 20 75 70 20 64 6F 77 6E 20 64 6F 77 6E 20 6C 65 66 74 20 72 69 67 68 74 20 6C 65 66 74 20 72 69 67 68 74 20 62 20 61
2
2
   
Award
Favorite
Favorited
Unfavorite
Spoiler
There is no actual artificial intelligence in this game.

Omnious AI
The AI/NPC opponents in Age of Wonders 4 exhibit a rudimentary nature, possessing highly limited "personality"-priority sets. However, it is important to take a step back and clarify that the AI lacks any strategic thinking whatsoever. In fact, it operates on a very basic level, focusing solely on making the "best decision possible at the moment," without considering the long-term logical perspective that a human would prioritize. For instance, even if the optimal choice for the AI is to construct a gold mine, despite needing mana for a successful move, it will still proceed with building the mine simply because it lacks the capacity to think ahead. It lacks memory, dreams, and the ability to plan. Being aware of this inherent limitation is crucial when evaluating the AI's questionable decisions that stem from its rudimentary behavior.

Initially, this may appear repetitive and potentially dull, considering what the AI has to offer. Undoubtedly, it partially is so. However, the inclusion of "personality"-priority sets adds an element of enjoyment. Alongside the AI's core behavior, you can identify "personality" patterns that are dependent on the configuration of their faction's culture and origin, as well as an element of luck. For instance, an AI ruler hailing from a barbarian background and embodying a ruthless raider persona is more inclined to adopt the "personality" pattern of a warlord, whereas an AI ruler with a noble origin and a penchant for unification is more likely to embrace the diplomat "personality" pattern.

These patterns influence the AI's level of aggression and decisions on a superficial level but can still significantly impact your overall experience, offering a plethora of potential variations. Moreover, they strive to achieve victory in a manner that aligns with their personality, as defined by the default victory conditions.



A few AI personalities you might come across often ~
Does the AI cheat?
Funny you should ask. Yes, indeed! However, contrary to popular misconception, the benefits the AI receives, depending on the difficulty level it is set to, are entirely in the form of discounts. It cannot conjure units out of thin air, nor does it possess unlimited resources. And to ensure fairness, there are no handicaps for the AI like thise which can be applied to human players. Without these discounts, the AI would find itself constantly economically disadvantaged against a human player who simply employs foresight in their gameplay.

Hmm? Should the AI not perform better, considering AI in chess? That is a common misconception. The rationale is this: even the most advanced AI capable of playing chess relies on the same rudimentary basic behavior. The distinction lies in their ability and access to data, allowing them to calculate countless possibilities many moves ahead. However, they can only do so because chess is significantly less complex compared to a modern computer game. I dread to think how long it would take for the AI to make its move if it had to calculate every potential next move, with multiple players, random probability seeds, and, well, human behaviour, which possesses infinite potential for deviation from the most optimal path.

In short, there is not much to expect from the AI in this regard.
Thankfully, the game offers multiplayer...

If you ever witness something surprising from the AI, such as seemingly conjuring units out of thin air, bear in mind that whatever the AI can do, you can do too. They simply receive a discount, not a God mode. Additionally, the illusion of units appearing out of nowhere can easily be attributed to the magic of concealment effects.

Since the AI is incapable of planning and, thus, trading realistically, it employs pre-defined templates to skill and equip its heroes. While a player might individually equip and skill their heroes based on the rewards they get from Ancient Wonders, quests and clearing infestations, the AI only has access to specific hero builds that come with particular item sets. Consequently, it is not uncommon to encounter multiple AI heroes with identical items, including those you would not anticipate seeing more than once throughout the game. This also leads to multiple heroes, and subsequently armies, equipped with concealment rings.



A video showing camouflage in action - beginners often misinterpret this as the AI cheating units into existence. The truth is that they have to play by the same rules as humans.

Trivia
Your PC's setup has also an influence on how the AI behaves.
It is often observed during multiplayer in form of desynchronisations.

Whether the AI is set to Relaxed, Easy, Normal, Hard or Brutal, the AI's behaviour is indifferent across the board, as it is completely limited to its scripts when making decisions.
The only difference is artificially created by giving the AI economic discounts.
Whether you take an Easy AI or a Brutal AI - if they both have the same resources and the same prices, they are going to do exactly the same thing in the same situation. A higher difficulty will not make the AI any smarter. It just gives the AI more options due to the discounts.

Setting a global difficulty, rather than an individual ruler AI difficulty, as you are limited to for Story Realms, will affect all AI rulers. For example, if you set the AI to earn less income and the world threat to be less aggressive, this will also affect your AI allies.
Resulting in... undesired AI bnehaviour.
Discounts for the AI
How do we know about these?
The game comes with modding tools that can be accessed through the Paradox Launcher. All we have to do is analyse the file that determines the role of the AI. It is fairly easy to read too!



But here you get it even easier:

Relaxed
  • +10 Souls per Turn
  • +20% Pronouncement Cost
  • -25% Imperium Cost for founding Cities
  • -25% Food Cost for Population Growth

Easy
  • +10 Souls per Turn
  • +10% Pronouncement Cost
  • -25% Imperium Cost for founding Cities
  • -25% Food Cost for Population Growth
  • -5% Gold Cost for Recruitment
  • -5% Draft Cost for Recruitment
  • -10% Souls Cost for Recruitment
  • -5% Units Upkeep
  • -5% Mana Cost for Spells
  • -10% Souls Cost for Spells
  • -5% Hero Recruitment Cost

Normal
  • +10 Souls per Turn
  • +20% Gold income
  • -25% Imperium Cost for founding Cities
  • -25% Food Cost for Population Growth
  • -20% Gold Cost for Recruitment
  • -20% Draft Cost for Recruitment
  • -33% Souls Cost for Recruitment
  • -20% Units Upkeep
  • -15% Mana Cost for Spells
  • -33% Souls Cost for Spells
  • -15% Hero Recruitment Cost
  • -15% Production Cost for City Structures
  • -15% Gold Cost for City Structures
  • -30% Production Cost for Town Hall
  • -40% Gold Cost for Town Hall
  • -10% Research Cost
  • +2 Tier II Starting Units

Hard
  • +10 Souls per Turn
  • +20% Gold income
  • +20% Mana Income
  • -25% Imperium Cost for founding Cities
  • -25% Food Cost for Population Growth
  • -33% Gold Cost for Recruitment
  • -33% Draft Cost for Recruitment
  • -40% Souls Cost for Recruitment
  • -33% Units Upkeep
  • -33% Mana Cost for Spells
  • -40% Souls Cost for Spells
  • -33% Hero Recruitment Cost
  • -34% Production Cost for City Structures
  • -34% Gold Cost for City Structures
  • -50% Production Cost for Town Hall
  • -50% Gold Cost for Town Hall
  • -15% Research Cost
  • +1 Tier II Starting Unit
  • +1 Tier III Starting Unit
  • all Units start with +1 Rank
  • -10% Pronouncement Cost
  • -20% Pronouncement Upkeep
  • +20% Grievances Gain against Humans
  • -15% Grievances Gain against AI

Brutal
  • +10 Souls per Turn
  • +20% Gold income
  • +20% Mana Income
  • -25% Imperium Cost for founding Cities
  • -25% Food Cost for Population Growth
  • -50% Gold Cost for Recruitment
  • -50% Draft Cost for Recruitment
  • -66% Souls Cost for Recruitment
  • -50% Units Upkeep
  • -50% Mana Cost for Spells
  • -66% Souls Cost for Spells
  • -60% Hero Recruitment Cost
  • -50% Production Cost for City Structures
  • -50% Gold Cost for City Structures
  • -60% Production Cost for Town Hall
  • -60% Gold Cost for Town Hall
  • -20% Research Cost
  • +2 Tier II Starting Units
  • +1 Tier III Starting Unit
  • all Units start with +2 Ranks
  • -20% Pronouncement Cost
  • -40% Pronouncement Upkeep
  • +40% Grievances Gain against Humans
  • -30% Grievances Gain against AI
  • Throne City starts with +1 Population
Cheats for Humans
The cheats console can be opened ingame by pressing CTRL+ALT+C



Cheats cannot be used in multiplayer.
Using cheats disables Pantheon features permanently for the game session.
A reload of an earlier savegame will not cure that, as the session will remember if you cheat.

Cheat
Effect
allheroes
adds all offmap heroes to the recruitment pool
barentz
explores the entire map and toggles vision over it
coehoorn
breaches the walls of the selected besieged city
cruijff
toggles infinite move points
demonen
adds -20 alignment
dokterwie
increases the turn counter by 1
eendracht
increases the Build the Beacons of Unity counter for Expansion Victory
eenheid
fulfills the Occupy Provinces objective for Expansion Victory
engelen
adds +20 alignment
freepop
adds +1 population to the selected city
genhero
generates a random offmap hero
gencrypthero
generates a random hero in crypt
genprisonhero
generates a random hero in prison
hauer
levels up all heroes and units in the selected army
hein
triggers victory
huygens
unlocks empire development if not already unlocked and gain one level in each affinity
iamgod
toggles auto-win in auto-combat
ikbedoelalles
toggles knowing all spells
improverelation
advance to the next allegiance level with the selected free city
instantskills
toggles instant research
leeuwenhoek
finishes the current research
makeally
forms an alliance with the selected city's empire
makeangry
adds -100 relations for 20 turns with the selected city's empire
makecoop
sets relation with the selected free city to Pact of Cooperation
makehappy
adds +100 relations for 20 turns with the selected city's empire
makeintegrated
integrates the selected free city
makeloyal
sets relation with the selected free city to Pact of Loyalty
makeneutral
ends war with the selected city's empire
makevassal
the selected city's empire becomes a vassal
makewar
starts a war with the selected city's empire (war justification balance effects apply)
martin
toggles 999 hero cap
masterskills
researches everything
oldenbarnevelt
gives 100000 imperium
optimalprime
toggles instant spell casting
philips
toggles instant production
questmaster
toggles quests
rallythelieges
starts the next Rally of the Lieges
rembrandt
gives 100000 gold and mana
ruijter
adds one of each hero item
spaargaren
unlocks empire development if not already unlocked
tasman
explores the entire map
unexplore
unexplores the entire map
verdoemenis
increases the Build the Affinity Province Improvements counter for Magic Victory
voorhees
toggles infinite skill points
warlord
declares war on all factions
willem
triggers defeat
demo
activates masterskills, philips, and rembrandt at the same time
flyingdutchman
activates cruijff, barentz, and rembrandt at the same time
defeat1
triggers defeat
defeat2
triggers defeat
defeat3
triggers defeat
defeat4
triggers defeat
defeat5
triggers defeat
victory1
triggers victory
victory2
triggers victory
victory3
triggers victory
victory4
triggers victory
medic
heals the selected army (does not work at the moment)
switch_tm
switches between classic and simultaneous turns (does not work at the moment)