Veterans of TW remembers lots of long epic battles in MTW, with multiple armies, thousands of warriors from each side and fortune smiling alternately on different competitors. Unfortunately the majority of RTW battles were just quick combat between 2-3 participants with mediocre armies. Of course, the cause of poor RTW battles were mistakes in tactical AI and game features (such as hi speed of battle and low morale of units). But the other important reason was in principal difference between MTW and RTW campaign maps: MTW 2D risk-style map involved all armies in province into battle, while RTW 3D civ-style map involved only armies in appointed tiles. I'm not the one who wants CA to return to archaic 2D maps. I do believe that RTW map is great improvement allowing much more flexibility and opportunities in strategy, and I do believe that epic battles of MTW are possible on this map. But the problem is in current wrong campaign AI. RTW was the first time when CA dealt with such type of map and (I hope) they just didn't consider all peculiarities of new space and AI behavior in it.
So, the question is how to make campaign AI smarter so that epic battles and wars will return in TW and we all feel like participants in glorious deeds again. Let's give ideas which would help devs to improve AI (I hope they're really doing it).
Here is my two cents.
- All armies in surrounding (to both attacker and defender) tiles must participate in battle. (In RTW even fairly close armies often could not take part in battle.) "Reinforcement" armies should not come into battle in the same time right from the start, but appear one after another according to their distance from main participants. Armies that stands on the sides of main participants should begin action from the start, armies that stands behinds backs of main participants will come into battle later. But attacker's reinforcement/ally standing behind defender's back should participate in battle from the start.
- AI must always gather its units into large army before going into enemy territory and never split it on separate groups without any serious reason (such as?) while being on enemy territory.
- If AI have several stacks of armies supposed to fulfil the same objective (such as sieging certain city or attacking enemy army), it should tend to keep 'em close to each other.
- Small groups of AI units must not roam without any purpose (like in RTW).
- Small groups of AI units such as reinforcement or scouts must avoid battle and even meeting with large groups of enemy units. They must change direction of their movement when they see large army and move from it as far as possible or "hide" in nearest city or fort. (But it's not related to small groups of superior units meeting large group of low quality enemies.)
- Players (both human and AI) should be able to simultaneously move multiple groups of units in the same direction. In case of ambush first coming group must be ambushed and other(s) must be its reinforcement(s), appearing in battle later.
- Btw, we must be able to choose if we want or not to ambush certain army. In RTW you always have to ambush, so when neutral army get into trap you automatically begin war with that faction. This wrong feature must be fixed.
- Players (both human and AI) should be able to coordinate their movement with allies: e.g. decide to siege certain city or meet enemies in certain place. You should be able to meet with ally in certain place and continue your way together (so you must give movement of your army under control of ally and this army will move in ally's turn or vice versa).
- AI army must seek for most appropriate ground type for battle. E.g. if army consist of lots of units with forest/ambush bonus it must prefer forest tiles, if army consist of large number of cavalry it must hold on open plains. But of course AI armies must not passively wait for proper battleground while their cities are being captured one by one.
- AI must be able to build forts in key places of map, such as mountain passes or river fords. I guess CA must make special tga for marking such places, because as I noticed in RTW AI is completely misunderstand importance of such places.
- The number of "regular" rebellions (determinate by corresponding value in region's options) must be decreased. Dealing with lots of rebels instead of real enemies is not fun for everyone, I guess. I think that there must be no rebels at all if loyalty of region is higher than certain number of percents (imho 100% is most reasonable milestone).
- Going through other faction's territory should have negative effect on relations with this faction (there was "transgression" in RTW, but it was done wrong). AI should know about it and don't go into others' territory if it want to keep good relations. Also there should be diplomacy option for demand to go away from your territory.
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