Nicely done coming back in the Middle Ages! I thought you might be out of luck after that second war with the Magyars.
Well, I knew that the Sipahi in the hands of a human player is a deadly weapon, and that once I had a decent number of them, I would be able to do some damage. I was a bit unlucky that I got into two wars too early: in the first war it was still a long way to Sipahis, and in the second war I had just started producing/upgrading them and had only 4, of which I lost a few due to bad RNG luck. (Extremely bad RNG luck was also a major factor in the first war.)
But I was lucky, that I never got into a hot war with one of the superpowers of the game, Byzantium and the Abbasids. These two were fighting it out for most of the game, and I had no worries on the southern border. Also in the end, once I finally had Sipahis, I had very good luck with MGLs. Sipahi Armies are unstoppable and fast and allow taking towns quickly from the "avarage" AIs I was fighting. So the trick here is to avoid wars with the (nearby) superpowers and take towns from the average AIs (Rus, Bulgar, Magyars, France) or from a far away superpower (Germany). And Germany was also quite a superpower in this game: my scouting Horseman, who never was able to return back home, saw their big stacks of Knights on the French and Burgundian borders, and they had hundreds and sometimes even thouthands of surplus cash throughout the game.
Age of Discovery was always kind of fun, ferrying the sugar and tobacco and so forth back to the Old World.
AoD is indeed a very queer scenario, and I am very curious, how the AI will handle that. Could either be an easy one, or a quick loss due to conquest in Europe or if the AI figures out what to do with those treasure units... But before we get to that, there is another even stranger scenario: Mesoamerica. I've prepared a little writeup of all the rule changes and required strategies for that, which I'll post as a teaser shortly...
Do you feel that this scenario would be more fun if it required a lot more victory points? It feels like barely anything happened - you accidentally got into a dangerous war, you survived, you're making your comeback, conquering nicely - and then it ends.
Yes, that describes it very fittingly. The end came a bit surprisingly to me as well, kind of like an anticlimax. Never thought I could rack up these VPs so quickly. I think, the problem is like choxorn says, that the VP system becomes kind of "unbalanced" on the higher difficulty levels:
I'd imagine the pace of VP scoring depends on difficulty level, on a lower level there wouldn't be nearly as many AI units to kill.
The "problem" seems to be twofold:
- On Deity, the AIs settle quickly and grow fast. So there are lots of big towns or even cities to capture. And 100 VPs for one pop point becomes overpowered then: for example the Rus had many size 10 and 11 cities, which give you over a 1000 points a piece.
- But when an AI fights an AI, they somehow don't seem to employ those monster stacks which are capable of actually taking a city, they attack mince-meat a few units at a time, where ever they happen to have a few?! (Perhaps they get into war early, before they have accumulated these SoDs?!) And as on Deity cities are heavily defended, these small scale attacks never actually take a city, and when the next small-scale attack happens, the defender had by then been able to heal and refill. - Rinse and repeat...
So the AIs only get these small VP amounts from killed units (half the unit's shield cost - the defenders are usually 20-30s, the attackers at most 60-70s, so that's between 10-35 VPs per unit), but never the really big amounts for a captured city, which can be up to 1200 points!
The human player on the other hand knows to concentrate his firepower on one single spot and take it. Heal and bring up reinforcements - and then take the next city. That way I have been able to take 2-3 of the Rus towns&cities every turn at the end of the game. That's 2000-3000 VPs every turn, not counting the killed units... You'd have to kill hundreds of units every turn to get to the same VP rate...
The very good road-network, that the Deity AI is able to set up, also helped me a lot here, to bring the newly produced Sipahis from the core right into action in only 1-2 turns...