Unit combination from different settlements is definitely part of the problem. The AI isn't very good at planning past the current turn. If it can't put together a well-formed stack from different settlements in a single turn, due to distance or economics, it just goes with what it has. And that's why we get all those half stacks, or all-catapult armies because the army came from a "catapult town".Originally Posted by ataribaby
It's a little better at forming armies when it's on the defensive, as you drive depleted stacks into recombining, or drive them back into settlements. But that's more by chance than anything else.
If the limitation is that the AI can't think past the current turn, then maybe the next game should be changed to more of a centralized recruitment pool concept, instead of on a per-settlement basis. The AI would still have to plan past the current turn for the overall strategic use of the armies, but streamlining the actual creation of the armies might help, if it could be done in a way that still feels somewhat realistic.
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