So I was sitting down to another Empire Mode game, and thinking about what could be done to make this system work, both now and in whatever comes next. And the good part about it is that there have been some really good thoughts lately:
Popular Galactic Empire Mode Loadouts
Empire Mode, Anomalous Sites, and balance gone wrong
Age of Wonder 4: what i would keep and trash from AOW3 and planetfall.
Adventure Mod
Which is great. Thing is, the system is really starting to show its limits, and there is a lot that can be done, simply with the systems that the computer currently has at its disposal. We should implement them as soon as it can.
So let me show you how fast this was, on the hardest settings, just so that you know. I started with this guy:
Going to this planet:
And landed here:
Also known as here:
Which really sucks. I will get precisely nothing from any of the landmarks or acquired terrain. This was about as bad as it could get, but either way, I began exactly like I always do: loading up with 3 scouts, and getting to work on killing everything near me.
Now since this was an "Imaging Satellites" planet, it was fully explored, so I knew EXACTLY where to go with those scouts to get maximum gain on these worlds. Can't lose there. And so that you know, here is the resources I got from sharing contact information with the other heroes:
20 cosmite +100 energy
20 cosmite +100 energy
20 cosmite +50 energy
20 cosmite +100 energy
20 cosmite +100 energy
30 cosmite
20 cosmite +100 energy
20 cosmite
20 cosmite
50 cosmite
--------
240 cosmite + 550 energy
Plus a decent number of pick-ups. Which allowed me to make a lot of these:
And load all my current units out like this:
Which was the best I could do because my starting tech was absolute garbage:
No weapon tech above Tier 4. SUUUPPPER lame. Didn't matter though. By turn 8, I was decked out, and blasting through the landmarks, with barely even a dent:
And yes, I mean I just smoke them now:
So that was that for the world threat. I just roll it now.
Which left the enemy nearest me. And the Dvar, a.k.a. "unfortunate victim," was building toward me:
And those units didn't have even the slightest chance.
Then it just left his capital city. Which was looking tough, but for some reason, the computer decided to throw the game hard:
Notice that one guy sticking out? It was just befuddling. What on earth was this? Stupid as it was, something like this happens scary often. He pulled his stacks into combat outside of his city and third main stack of 6 in the city center. SOOOOO stupid. Taking the invitation, I just annihilated him:
Then wiped out the last 6 units in the capital. Barely even lost a hit point on auto combat. Which left only this:
Which, take a look at the time on that. 14 total turns, starting at 8:11 PM, and ended at 10:12, which is almost exactly 2 hours real-world. And this was while writing this and taking tons and tons of photos.
Gains were also solid, even though I am maxed out:
Which is cool. But again, not exactly.
It was kind-of neat beating the computer with 6 turns to spare, and just rolling everything in the way. But, I am not really getting that challenging feeling. I knew exactly how this was going to go the second that I started the match. And believe me, it was fortunate for the computer that I didn't start with almost any usable technologies. This was the worst it could get for me, and it was still effortless. I mean every single combat was no-loss auto-combat effortless. And I don't think I lost a single unit the whole game. So what to do about this?
First, let's figure out what the problem is here exactly. Most significant, the game is starting with two major problems; a runaway resource problem, and a terrible lack of balance. Empire mode has few mechanisms for handling this, so you get these huge blow-outs that really don't make much sense.
Let's start with those resources. Notice the stack of units guarding this landmark:
Those units are unmodded. Mine are modded to the gills. Terrible technologies, but I know how to make the most of what I have. That fight was pretty much going to end this way no matter what.
And the computer's units weren't much better. Take a closer look:
Four of those units were completely unmodded. The others had T1 mods only. My units were T2 and T3 mods across the board. This must have a throttle to it, or the computer will certainly be unable to compete.
I had an advantage of incredible cosmite bonuses from exploration, i.e. 240 cosmite + 550 energy from selling introductions, plus about 200 cosmite from 5:1 energy purchases. This was enough to mod all of the units in the entire army with the best combination that I have. By way of comparison, I 'earned' exactly 70 cosmite from production, and found approximately 40 cosmite in the world. That is about 110 cosmite from all natural sources, compared to 440 from diplomacy. That is 4X the total, and the computer is clearly unable to keep up with the arms race. This must change, either to up the resource output, or to simply buff the AI, either way.
Which brings me to balance.
The best balance in this game probably comes with Shakarn campaign 1 and 2, using hardest settings.
In Shakarn 1, you start here:
Which is fine. And they start here:
Obviously a lot more 'fine.' But that isn't all. There is some modification that gives them incredible production bonuses, which I believe means that they can produce a full 6-stack of units every turn if their cities are not conquered. Once you start taking their cities, their production drops like a rock, but until you are endgame strong, you are going to be completely defensive, constantly struggling to take back cities they move into when you move away. This works with the game's goals which appears to require you to stay stealthy, and use the operations and bonuses of the Shakarn to have a chance. On the hardest settings, the balance is really good. You need to stay in stealth a long time, build up as far as you can, before being pulled onto the battlefield. The first few times I did this, it felt really satisfying.
And the second map was even worse. They start with crazy amounts of territory:
And there are FIVE of these players, against you and your extremely sorry ally who turns on you as soon as the invasion begins. Further, the production advantage that they have on you is so stark, it is hard to believe. That is due to starting with the standard 3-pop colony:
Fortunately, you have something that they don't:
Everyone who knows about that loadout knows exactly how crazy it is. And you need it. There are stacks like this in all four of the computer's cities:
Yeah, that is T4 units on turn 1. And with them, the combination of massive numbers, large territories, and huge production advantages effectively balances the whole thing. You genuinely need everything you have, because they have 10X your numbers, and start moving in early.
On balance, it is remarkably close. I actually got bogged down the first few times I played and had to restart. Yes, that map is REALLY tight, all the way up to the invasion. You are literally fighting hundreds of units with a meager rag-tag bunch.
Empire Mode needs this badly. I am not entirely sure how it would be applied to a random map, but there are some strategies that are instantly workable with these commanders:
1. Give the AI players a MAJOR production bonus, above and beyond what they currently have, increasing to Shakarn 1, and maybe beyond;
2. Give the AI players a lot of starting sectors, including landmarks;
3. Give the AI players a potentially limitless number of starting units; and
4. Start the map units with mods, and sometimes good ones.
All of this is something that is already done in many cases. All it needs is a bit of tuning, and scale.
This also means that you can balance it even further. And this is where things go terribly wrong. The effectiveness of well-modded units following a high strategy is almost impossible to explain, other than just being able to stomp your enemies into dust. My unit / tech synergies were incredible that game. And this is going to be everpresent most matchups. I really leaned into it hard, and these are the repeatable results.
But there are ways to counter this, partially. The entire world should START relative to Turn 25 or 50, where the units upgrade and get mods. Further, the entire starting stack of the computer, or stacks, begin with equivalent mods. That would be a huge improvement in the game's current one-sidedness.
And if you start with high-tech units on your side and theirs, then it only makes sense to have the computer start with them too. Which would have two effects:
1. it would demolish any sense of early game progression; and
2. your heroes can be tricked out even higher, possibly opening the door to maintaining hero gear between maps.
Which means that early-game can be terribly sacrificed. But this can also be tailored. For instance, there is a balance in every single campaign world, where you carry over the gear from the first campaign to the second. Which really force you to make the most of the early map. Plus, you have to think about how the hero will level as you go on. So here are a few suggestions there:
1. Allow heroes to carry over ALL bonuses, including the exact gear from whatever map they most recently won (includes earned T4 weapons / mounts);
2. Carry over hero skills and levels EXACTLY like they were on the last map, making each hero unique, not just 1 re-specced level per game that hero was in;
3. Make any skill re-specs EXTREMELY difficult, adding consequences to bad hero development;
4. Allow anomalous site bonuses to carry with heroes - this would give reason to do them;
5. Allow an 'elite' set of units to be carried between maps. Basically start with modded units, or enough resources to mod them out (basically skip early-game altogether);
6. I suggest making every campaign hero an actual Empire-Mode hero. So if you complete each campaign, you can use the hero you played through on.
For now, let me stop with this. Expect a bit more later. Thoughts so far?
Popular Galactic Empire Mode Loadouts
Empire Mode, Anomalous Sites, and balance gone wrong
Age of Wonder 4: what i would keep and trash from AOW3 and planetfall.
Adventure Mod
Which is great. Thing is, the system is really starting to show its limits, and there is a lot that can be done, simply with the systems that the computer currently has at its disposal. We should implement them as soon as it can.
So let me show you how fast this was, on the hardest settings, just so that you know. I started with this guy:
Going to this planet:
And landed here:
Also known as here:
Which really sucks. I will get precisely nothing from any of the landmarks or acquired terrain. This was about as bad as it could get, but either way, I began exactly like I always do: loading up with 3 scouts, and getting to work on killing everything near me.
Now since this was an "Imaging Satellites" planet, it was fully explored, so I knew EXACTLY where to go with those scouts to get maximum gain on these worlds. Can't lose there. And so that you know, here is the resources I got from sharing contact information with the other heroes:
20 cosmite +100 energy
20 cosmite +100 energy
20 cosmite +50 energy
20 cosmite +100 energy
20 cosmite +100 energy
30 cosmite
20 cosmite +100 energy
20 cosmite
20 cosmite
50 cosmite
--------
240 cosmite + 550 energy
Plus a decent number of pick-ups. Which allowed me to make a lot of these:
And load all my current units out like this:
Which was the best I could do because my starting tech was absolute garbage:
No weapon tech above Tier 4. SUUUPPPER lame. Didn't matter though. By turn 8, I was decked out, and blasting through the landmarks, with barely even a dent:
And yes, I mean I just smoke them now:
So that was that for the world threat. I just roll it now.
Which left the enemy nearest me. And the Dvar, a.k.a. "unfortunate victim," was building toward me:
And those units didn't have even the slightest chance.
Then it just left his capital city. Which was looking tough, but for some reason, the computer decided to throw the game hard:
Notice that one guy sticking out? It was just befuddling. What on earth was this? Stupid as it was, something like this happens scary often. He pulled his stacks into combat outside of his city and third main stack of 6 in the city center. SOOOOO stupid. Taking the invitation, I just annihilated him:
Then wiped out the last 6 units in the capital. Barely even lost a hit point on auto combat. Which left only this:
Which, take a look at the time on that. 14 total turns, starting at 8:11 PM, and ended at 10:12, which is almost exactly 2 hours real-world. And this was while writing this and taking tons and tons of photos.
Gains were also solid, even though I am maxed out:
Which is cool. But again, not exactly.
It was kind-of neat beating the computer with 6 turns to spare, and just rolling everything in the way. But, I am not really getting that challenging feeling. I knew exactly how this was going to go the second that I started the match. And believe me, it was fortunate for the computer that I didn't start with almost any usable technologies. This was the worst it could get for me, and it was still effortless. I mean every single combat was no-loss auto-combat effortless. And I don't think I lost a single unit the whole game. So what to do about this?
First, let's figure out what the problem is here exactly. Most significant, the game is starting with two major problems; a runaway resource problem, and a terrible lack of balance. Empire mode has few mechanisms for handling this, so you get these huge blow-outs that really don't make much sense.
Let's start with those resources. Notice the stack of units guarding this landmark:
Those units are unmodded. Mine are modded to the gills. Terrible technologies, but I know how to make the most of what I have. That fight was pretty much going to end this way no matter what.
And the computer's units weren't much better. Take a closer look:
Four of those units were completely unmodded. The others had T1 mods only. My units were T2 and T3 mods across the board. This must have a throttle to it, or the computer will certainly be unable to compete.
I had an advantage of incredible cosmite bonuses from exploration, i.e. 240 cosmite + 550 energy from selling introductions, plus about 200 cosmite from 5:1 energy purchases. This was enough to mod all of the units in the entire army with the best combination that I have. By way of comparison, I 'earned' exactly 70 cosmite from production, and found approximately 40 cosmite in the world. That is about 110 cosmite from all natural sources, compared to 440 from diplomacy. That is 4X the total, and the computer is clearly unable to keep up with the arms race. This must change, either to up the resource output, or to simply buff the AI, either way.
Which brings me to balance.
The best balance in this game probably comes with Shakarn campaign 1 and 2, using hardest settings.
In Shakarn 1, you start here:
Which is fine. And they start here:
Obviously a lot more 'fine.' But that isn't all. There is some modification that gives them incredible production bonuses, which I believe means that they can produce a full 6-stack of units every turn if their cities are not conquered. Once you start taking their cities, their production drops like a rock, but until you are endgame strong, you are going to be completely defensive, constantly struggling to take back cities they move into when you move away. This works with the game's goals which appears to require you to stay stealthy, and use the operations and bonuses of the Shakarn to have a chance. On the hardest settings, the balance is really good. You need to stay in stealth a long time, build up as far as you can, before being pulled onto the battlefield. The first few times I did this, it felt really satisfying.
And the second map was even worse. They start with crazy amounts of territory:
And there are FIVE of these players, against you and your extremely sorry ally who turns on you as soon as the invasion begins. Further, the production advantage that they have on you is so stark, it is hard to believe. That is due to starting with the standard 3-pop colony:
Fortunately, you have something that they don't:
Everyone who knows about that loadout knows exactly how crazy it is. And you need it. There are stacks like this in all four of the computer's cities:
Yeah, that is T4 units on turn 1. And with them, the combination of massive numbers, large territories, and huge production advantages effectively balances the whole thing. You genuinely need everything you have, because they have 10X your numbers, and start moving in early.
On balance, it is remarkably close. I actually got bogged down the first few times I played and had to restart. Yes, that map is REALLY tight, all the way up to the invasion. You are literally fighting hundreds of units with a meager rag-tag bunch.
Empire Mode needs this badly. I am not entirely sure how it would be applied to a random map, but there are some strategies that are instantly workable with these commanders:
1. Give the AI players a MAJOR production bonus, above and beyond what they currently have, increasing to Shakarn 1, and maybe beyond;
2. Give the AI players a lot of starting sectors, including landmarks;
3. Give the AI players a potentially limitless number of starting units; and
4. Start the map units with mods, and sometimes good ones.
All of this is something that is already done in many cases. All it needs is a bit of tuning, and scale.
This also means that you can balance it even further. And this is where things go terribly wrong. The effectiveness of well-modded units following a high strategy is almost impossible to explain, other than just being able to stomp your enemies into dust. My unit / tech synergies were incredible that game. And this is going to be everpresent most matchups. I really leaned into it hard, and these are the repeatable results.
But there are ways to counter this, partially. The entire world should START relative to Turn 25 or 50, where the units upgrade and get mods. Further, the entire starting stack of the computer, or stacks, begin with equivalent mods. That would be a huge improvement in the game's current one-sidedness.
And if you start with high-tech units on your side and theirs, then it only makes sense to have the computer start with them too. Which would have two effects:
1. it would demolish any sense of early game progression; and
2. your heroes can be tricked out even higher, possibly opening the door to maintaining hero gear between maps.
Which means that early-game can be terribly sacrificed. But this can also be tailored. For instance, there is a balance in every single campaign world, where you carry over the gear from the first campaign to the second. Which really force you to make the most of the early map. Plus, you have to think about how the hero will level as you go on. So here are a few suggestions there:
1. Allow heroes to carry over ALL bonuses, including the exact gear from whatever map they most recently won (includes earned T4 weapons / mounts);
2. Carry over hero skills and levels EXACTLY like they were on the last map, making each hero unique, not just 1 re-specced level per game that hero was in;
3. Make any skill re-specs EXTREMELY difficult, adding consequences to bad hero development;
4. Allow anomalous site bonuses to carry with heroes - this would give reason to do them;
5. Allow an 'elite' set of units to be carried between maps. Basically start with modded units, or enough resources to mod them out (basically skip early-game altogether);
6. I suggest making every campaign hero an actual Empire-Mode hero. So if you complete each campaign, you can use the hero you played through on.
For now, let me stop with this. Expect a bit more later. Thoughts so far?
Last edited:
- 1