Are there factions the AI doesn't play well?

GambleFish

Chieftain
Joined
Jun 4, 2010
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I've been playing a fair bit and a few times it seemed to me that some factions (the D'tesh for instance) don't seem to deal too well with the unique nature of their civs. I'm not sure if I just was imagining things but whenever I play with the D'tesh they never increase their cities beyond size 1 (except the first one) and whenever I play with the Grigori they never expand into a second settlement =(

My question is, are there some civs that were designed/just work better as a human? I'd like to turn off AI factions that don't work very well if there are any particulars. I didn't want to test a few dozen turns against every faction though.

If there are any noted under-achievers I'd love to know which, otherwise I'll keep em all on. Thanks in advance!

EDIT: I apologize if this is common knowledge / stated elsewhere
 
I've noticed the same thing with the D'Tesh. I don't let the AI play as them or the Jotnar, actually.

I've seen some pretty good Grigori empires. Do you mean the Kurios? I ask because you mentioned settlements.
 
I'll make sure to turn them off for now, can't wait until they work better, I like them and the Scions best for being so unique.

Also, I did mean the Kurios, doi. I was just playing as the grigori and forgot the actual name :rolleyes:


Random aside, is the main leader of the Kuriotate a Centaur or not? Everyone else is but he looks rather human-like. Not really important, just "kurious"

(Oh man, that was sooo bad. Sorry!)
 
I'll make sure to turn them off for now, can't wait until they work better, I like them and the Scions best for being so unique.

Also, I did mean the Kurios, doi. I was just playing as the grigori and forgot the actual name :rolleyes:


Random aside, is the main leader of the Kuriotate a Centaur or not? Everyone else is but he looks rather human-like. Not really important, just "kurious"

(Oh man, that was sooo bad. Sorry!)

The D'tesh are my personal favorite. And there have been MASSIVE changes to them for the next patch. :lol:


The main leader of the Kurios is a human... With a dragon living inside of him. :lol: Eurabatres melded with Cardith Lorda, that's why he does not age and was able to unite the empire, even though he appears to be a child.

The Kurios are simply racially diverse; They'll be getting Musteval (ferret-men) as Recon and Lamia (snake-women) as Arcane, in addition to the mounted Centaur line. Which means they'll be getting a leader for each new race, as well. :p
 
That's cool, I always thought the Kurio gave off a sort off Roman Empire feel, with the sprawling trait, and now I know they have many different races as well? Sweet. Unfortunately, as I have just discovered, their dragon isn't quite good enough to kill Auric Ascended =(

Still, thanks for the answer, now I'm off to use worldbuilder to obliterate the illians because their worldspell is making me a little bit upset. Just a little.
 
That's cool, I always thought the Kurio gave off a sort off Roman Empire feel, with the sprawling trait, and now I know they have many different races as well? Sweet. Unfortunately, as I have just discovered, their dragon isn't quite good enough to kill Auric Ascended =(

Still, thanks for the answer, now I'm off to use worldbuilder to obliterate the illians because their worldspell is making me a little bit upset. Just a little.



You mean you -don't- like being locked out of any action for 20 turns?
 
Isn't there a trophy for killing Auric Ascended with the Godslayer? Do you have to be the Amurites to do that or is it connected solely to the FFH scenarios?

And when are the Triforce promotions used?

I don't know off the top of my head which promotions (specifically resistances) AA has, but I think in theory Chalid or D'tesh might be able to load up enough mana to compete with him statwise, though I don't know how either of them would corner him given his 10 movement.

Edit: 20 turns? Try playing on Marathon...
 
Isn't there a trophy for killing Auric Ascended with the Godslayer? Do you have to be the Amurites to do that or is it connected solely to the FFH scenarios?

And when are the Triforce promotions used?

I don't know off the top of my head which promotions (specifically resistances) AA has, but I think in theory Chalid or D'tesh might be able to load up enough mana to compete with him statwise, though I don't know how either of them would corner him given his 10 movement.

Edit: 20 turns? Try playing on Marathon...

You don't have to be Amurites to get the trophy.

Triforce promos are gained from the three Guardians spawned by Pristin Pass; Get them all on one unit, take it to the pass, and you can cast a spell turning the unit into a fort commander, claiming the Pass as a MASSIVE fort, and granting large bonuses to your cities.

AA has 75 strength. Chalid and D'tesh aren't going to match him stat-wise.
 
Is the process to reforge the Godslayer clear when Auric Ascends? I've never seen the AI get him that far so I don't know.

Does Pristin Pass spawn correctly in 1.3?

With +2 Affinities (actually, I don't know what D'tesh's strength is going to look like in 1.3-he's going to get the same affinity as the rest of their units, but I assume the boost from the Opalis Mortis is going to be adjusted in some way) they'd need 30 mana sources approximately to match his strength, but both can match him on promotions, and probably beat him since his available promotions after Priesthood aren't terribly helpful. You'd have to consolidate most of the rest of the map and use the Rites of Oghma a few times, but it's theoretically possible. It's probably easier to take out the Illians early if you're doing that well, though.
 
Pristin Pass isn't spawning (I just played two Elohim games up to the inevitable crash/hang, so I did plenty of 'sploring/worldbuilder fix attempts, and it weren't there - all unique features on).

Yes, I've also lived through the 60 turns of marathon stasis - please consider an option for a different world spell, as they're otherwise a nice civ to have around.

As for the AI - their workers suck and lumbermills are broken. Once you hit Iron Working, the game is academic.
 
Pristin Pass isn't spawning (I just played two Elohim games up to the inevitable crash/hang, so I did plenty of 'sploring/worldbuilder fix attempts, and it weren't there - all unique features on).

Yes, I've also lived through the 60 turns of marathon stasis - please consider an option for a different world spell, as they're otherwise a nice civ to have around.

As for the AI - their workers suck and lumbermills are broken. Once you hit Iron Working, the game is academic.

Will check Pristin Pass. It should be spawning, no idea why it's not.

Stasis is fairly well designed IMO; It's at the level I'd like all spells to be. It's something you can take advantage of while suffering it too; Just rush a war, knowing your opponent can't recoup their losses either.

Improvements have been rebalanced. No mill is available until mid-late game.
 
Speaking of D'tesh, is he supposed to start without the undead promotion?

Also, although AA starts with 75 strength, 30 of it is in cold damage. With resist magic and resist cold, that brings him down to 54. He also doesn't get strength bonuses through promotions. So, in order for D'tesh to reach 54 strength, all he needs is to reach level 7 and gain 7 death magic nodes, which is pretty doable.
 
Will check Pristin Pass. It should be spawning, no idea why it's not.

Stasis is fairly well designed IMO; It's at the level I'd like all spells to be. It's something you can take advantage of while suffering it too; Just rush a war, knowing your opponent can't recoup their losses either.

Improvements have been rebalanced. No mill is available until mid-late game.

Stasis is more powerful than all the other worldspells combined. It's like putting everyone else in anarchy for 20-60 turns (depending on game speed). That, and its a total game play downer to suffer through one on marathon. I agree on powering up the world spells, but the stasis duration is just silly.

I'm aware that mills aren't available til late, which is what is hosing the AI - they want those juicy mills early so their workers get locked up on bazillion turn builds, then some minotaur just comes by and razes them anyway.
 
I've been playing a fair bit and a few times it seemed to me that some factions (the D'tesh for instance) don't seem to deal too well with the unique nature of their civs. I'm not sure if I just was imagining things but whenever I play with the D'tesh they never increase their cities beyond size 1 (except the first one) and whenever I play with the Grigori they never expand into a second settlement =(

My question is, are there some civs that were designed/just work better as a human? I'd like to turn off AI factions that don't work very well if there are any particulars. I didn't want to test a few dozen turns against every faction though.

If there are any noted under-achievers I'd love to know which, otherwise I'll keep em all on. Thanks in advance!

EDIT: I apologize if this is common knowledge / stated elsewhere

I find that the AI has trouble playing as the Amurites, Archos, Austrin, Balseraphs, Bannor, Calabim, Chislev, Clan of Embers, Cualli, Doviello, Dural, Elohim, Frozen, Grigori, Hippus, Illians, Infernal, Jotnar, Khazad, Kuriotates, Lanun, Legion of D'tesh, Ljosalfar, Luchuirp, Malakim, Mazatl, Mechanos, Mercurians, Scions of Patria, Sheaim, Sidar and Svartalfar. Heaven forbid they have to cross an ocean to get to you.

So crank up that difficulty :D
 
I don't play anything but normal speed, so I wouldn't know about stasis in other speeds. All I know is it doesn't bother me unduly when playing; Annoying, game changing, but not game ending. As a worldspell should be.

As for the mills: You misunderstood me. I'm talking about the next version. The three mills will not be available to build until you have a midgame tech, at all; No "slow build with tech" for them, unlike the other improvements. They've also been strengthened a bit.

So the AI will NOT be sticking units on millenia-long builds; The mills just won't be available until you get the tech.
 
I find that the AI has trouble playing as the Amurites, Archos, Austrin, Balseraphs, Bannor, Calabim, Chislev, Clan of Embers, Cualli, Doviello, Dural, Elohim, Frozen, Grigori, Hippus, Illians, Infernal, Jotnar, Khazad, Kuriotates, Lanun, Legion of D'tesh, Ljosalfar, Luchuirp, Malakim, Mazatl, Mechanos, Mercurians, Scions of Patria, Sheaim, Sidar and Svartalfar. Heaven forbid they have to cross an ocean to get to you.

So crank up that difficulty :D

Yeah, I was wondering how long it would take that comment to appear.
 
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