Andvare
King
- Joined
- Sep 14, 2007
- Messages
- 788
The problem is that the AI isn't flexible.
Any good player gather some info on his target before attacking, and that includes such things as aggressive AI, AI type (huge difference in rushing/attacking Monty-Gandhi-SittingBull), era, tech level, size and so on. This provides it with enough info on how to take down an opponent, and as the AI is rather stuck in it's way, it's rare that one gets surprised (except perhaps by it's stupidity, like when Monty attacked me when I had almost thrice the power rating).
Aggressive AI only makes the early rush a bit harder, and any human can adapt to that. The rest of the game is easier, because the AI cannot adapt.
Like Belisar said, if you know you want to rush early, you aren't playing optimal, quite the opposite. Optimal play is to play the map. If an AI is too close, yes you take it out, too far away, chances are that it's not cost effective and ,depending on the AI, it might be a future trading partner.
Any good player gather some info on his target before attacking, and that includes such things as aggressive AI, AI type (huge difference in rushing/attacking Monty-Gandhi-SittingBull), era, tech level, size and so on. This provides it with enough info on how to take down an opponent, and as the AI is rather stuck in it's way, it's rare that one gets surprised (except perhaps by it's stupidity, like when Monty attacked me when I had almost thrice the power rating).
Aggressive AI only makes the early rush a bit harder, and any human can adapt to that. The rest of the game is easier, because the AI cannot adapt.
Like Belisar said, if you know you want to rush early, you aren't playing optimal, quite the opposite. Optimal play is to play the map. If an AI is too close, yes you take it out, too far away, chances are that it's not cost effective and ,depending on the AI, it might be a future trading partner.