
Originally Posted by
rider
Yep, that's very true. Yet, for some reason I do accept that the cheating AI plays "better" as in more of a challenge, and I guess it is just trying to get that covered. I would really like them to actually build a working diplomacy system, either create something which would learn from the human what alliances to keep or close enough. As in, it should not be just a logical puzzle that "A is too strong, I'll attack" but more of a calculation "A is very strong. My attack would weaken them, but my attack in ten turns could be better if their troops are away from frontlines and when I have fortified my bases." or something along those lines. OR maybe just forbid the AI from attacking after a certain point.
It is rather ridiculous the outcomes that are possible -- in one of my S2TW games I managed to end up with one ally fighting against five. Terrain percentage might have been something like 20% for us and 80% for the enemy "alliance" which made for an epic war but so much trouble.
Quite possibly the new CK faction-like system could accomplish something important (say that a TW alliance becomes conditional with the purpose of achieving something -- conquering province or killing x enemy armies). That's probably just a dream though. :P