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  #11  
Old November 5th, 2006, 04:41 PM
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Arralen Arralen is offline
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Default Re: AI unblamable for Mictlans early dominion dea

Great: Exactly ONE choice of pretender/playstyle - thats exactly what we all want.

And its even one the AI cannot really do at all atm. And to remind everyone - I started this thread to talk about the AI and why Mictlan usually dies before turn 10 if played by it.
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  #12  
Old November 5th, 2006, 05:08 PM
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Default Re: AI unblamable for Mictlans early dominion dea

You kind of gave off a different image, there. By saying the AI's 'unblamable', it sort of implies the players couldn't do much better.
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  #13  
Old November 5th, 2006, 05:13 PM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: AI unblamable for Mictlans early dominion dea

Quote:
Arralen said:
Great: Exactly ONE choice of pretender/playstyle - thats exactly what we all want.

And its even one the AI cannot really do at all atm. And to remind everyone - I started this thread to talk about the AI and why Mictlan usually dies before turn 10 if played by it.
And I recognized the issue as you described it and explained how a simple change in AI pretender design would void the issue without having to change the underlying game mechanics. Now, if you want to change the mechanics out of principle, that is one thing, but it isn't needed, when the real problem isn't the mechanics but the AI's playing capabilities, and the latter can be remedied without too much work.

Now, if the AI in general designed kick-*** pretenders, and this would absolutely screw them up, worsening their situation because they really need those extra points from being dormant or awake to be competitive, there might be an issue; However, as the AI is extremely incompetent in pretender design as is, with regards to choice of pretender, scales, magic, and basic dominion, that hardly seems to be the case.

[I mean look at it - even if you set an AI to impossible such that it has points coming out of the wazoo, it still takes bad scales for the nation, sometimes to the point of crippling it, bad paths, and the wrong choice of pretender for the strategy a human player would have pursued if he had been silly enough to choose those paths in the first place, not to mention nonsensical choice of awakening].

As for those talking about players - well, players just have to make a strategic choice - something that the AI is chronically incapable of in Dominions 3.
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  #14  
Old November 6th, 2006, 02:14 AM
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Default Re: AI unblamable for Mictlans early dominion dea

I think the solution is simply for the home province to generate dominion. Not even the prophet needs to do so. It makes sense thematically because it's holy ground and is the only place dominion spreads from besides the god and blood sacrifices. You can also rationalize it by saying that the magic site itself in the Mictlan home province radiates the power of blood and so spreads dominion. Good grief, a change like this is simply not disloyal to the Mictlan legacy, especially if you remember that in the past, Mictlan priests all had higher levels and were more effective at blood preaching.

I said there would be some Mictlan dominion headaches in another before the game even came out.

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