Quoting Kantok, reply 32Frogboy, I'm curious how you steamrolled the AI when all the indicators showed that they were competitive. What did they do wrong?
Not trying to stir trouble, just curious what the AI got wrong that caused such a drastic change in the picture so quickly.
Their forces were too distributed. I put my best units together into a single killer army and walked through them.
They reacted by trying to move their forces to intercept but they were too spread out to get to me in time.
In GalCiv II, the AI was able to counter this by rush building and we had logistics tech which limited the size of your fleets and then you had the extra step of havinv to invade separately with highly vulnerable transports. So you had to maintain air superiority for enough time to secure your invasion lines.
In Elemental, it's like Civ. You just conquer the city with an army. So it's a lot more challenging for a player to stop that, especially when the player can't see your army until is leaves the FOW.
I don't want to solve the problem with magic spells (i.e. no teleporting). If I had to do it over again, I'd probably have lobbied for an "Occupation Force" unit or something. So that your 4 swordsmen can't simply take over a city. I find it dissatisfying and unrealistic. But it's been a staple for this land based games (Civ, MOM, HOMM, AOW, etc.) since forever. I just don't see how Brutus the pikeman is suddenly able to administer a city.
Anyway, forgive me for ranting. I tend to play these games from the AI POV. I am not suggesting my preferences would be more fun. But I think they'd be more realistic and more challenging.
A few theories I just thought up, though I don't know if these are realisitc additions.
Hmm. Occupation forces are a good way of whittling down killer stacks, and SOD is the issue right.
It's not so much Brutus administering the city, it's Brutus keeping the city from revolting.
One idea: conquered cities have a high number of malcontents. Champions stationed in the city reduce the malcontent rate and can convert them to workers based on CHA. Occupation forces just drain the excess malcontents (who would be a 4th pop group, but otherwise function same as other malcontents, but you gain them by event or occupation) Certain civ techs and spells could also convert the malcontents, or allow malcontents to become workers (a nerve stapling type of spell perhaps?)
If the 4th group gets too high- they might leave the city and become enemy militia outside the city if enough militia can be generated to hurt an occupation force. Champions would help to prevent this, but not occupation forces.
Personally, I think the problem with AI stacks of doom, is that they can be countered by two half-stacks. Having limits to size of force that can be generated I think is better for AI, but you could game it in GC2 as well.
One other suggestion: allow defending armies to pin attacking armies for a turn if they can hold them off for x number of turns, with the battle continuing into the next turn. This would allow decent-sized defender stacks to hold off stacks of doom for a while until reinforcements come in. The ROTK game for the Saturn did this.
On the next turn, the attacker has the option of retreating or continuing the attack. (any reinforcements are added on) You will likely need to save positions of forces, which could be memory problematic though. (probably less then I'm thinking though)