So you’re saying the AI knows how to use terrain but it doesn’t know how to use traits? I’m not trying to be a dick, but that seems like an odd distinction to make. And to be clear, these are assumptions and not based on any first-hand knowledge?
This is one of the problems with discussing AI. We see behaviors and we make assumptions. Humans love to infer patterns. We see a unit moving to the left instead of straight ahead and we want to think, “Hey, it’s flanking us!”. We see units sitting in a city and we want to think, “Ahh, the AI is preserving its forces!”. We see a unit fortify and we want to think, “Whoa, it’s anticipating my attack!”. And I’m not trying to call anyone out! I do this all the time myself. It’s just how the human mind works.
But in this situation, I was hoping for a confirmation from someone who knows. Which at this point seems to be just @SorenJohnson. Soren, can you confirm whether the AI takes into account terrain and traits? For instance, will the AI move a unit with Highlander onto a hill when it would have otherwise not moved the unit if it didn’t have Highlander? We’ve got one person here saying it does and another person saying it doesn’t.
What does this even mean? One of the differences between Crusader Kings and Old World is relationships in Crusader Kings are a latticework. But relationships in Old World are a hub, with your ruler at the center and everyone radiating outwards from him, unconnected to each other. You generally don’t care what Bob the Coutier thinks of Billy the Prince or Gertrude the Ambassador, and even if you wanted to know, it’s not in there, because it simply doesn’t matter. There’s a lot less to track. Old World focuses on elegance (i.e. gameplay) whereas Crusader Kings is built on a sprawling spreadsheet (i.e. detail). So in Old World, all the information I need about a character is in his or her tooltip. That’s all the characters sheet I need.
That said, I would be interested in a log of everything that’s happened to a character. Maybe that’s what’s meant by “character sheet”. I’d also like a better way to sort and filter my characters besides scrolling down the second tab on the character panel. So maybe that’s what’s meant by “character sheet”. In which case, I agree.
It’s an option, but it’s kind of a bastardized option. Pagan religions don’t have disciples and they therefore don’t get the lucrative monastery/temple/cathedral improvements (these can be massive, especially if you’re pushing culture). Pagan state religions are, however, a great way to leverage your nation’s four shrines. There’s a lovely bit of asymmetry in the shrine distribution across the six nations. It can be hard to see, but it’s in there and it’s pretty clever. I can imagine a polytheistic pagan power has a lot of fun and semi-unique options.
In fact, I’ve just talked myself into a playthrough with Rome as a pagan power!
Normally, I would not be surprised. When you know you’re losing a 4X, most people just start a new game. But the ambition system in Old World is supposed to address that. It seems odd that none of the guys doing an Old World podcast have seen a game through to the end. The default difficulty level is kind of a gimme, especially if you didn’t toggle Play to Win.
I hope they weren’t claiming this is unique to Old World. Age of Empires III did a great job keeping scouts relevant throughout the game (Rise of Nations before that, which also kept scouts relevant by making them the counter to spies). Old World is similar, but it has its own unique idea. Scouts give you resources for free when you discover resource nodes, but on top of that, they can harvest resource nodes, which remains relevant throughout the game (although less and less as resource nodes get annexed into cities). I especially love how they can boost culture by harvesting luxuries. It’s an excellent assist to getting your Weak cities on their way to Developing. But later in the game, after you’ve researched Portcullis, your scouts can give you permanent line of sight into any city and they unlock the option to install an agent, who I like to think of as a local ambassador. This, to my mind, is Old World’s real twist to scouting: keeping scouts relevant throughout the game as more than just a micro-intensive way to get a resource drip.
-Tom