First things first: thanks for the latest PUP and previous patch.
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About AI: I like new sorts of behaviors, but with this PUP I also put some time on testing the most defensive and aggressive ones.
Defensor:
I noticed on both matches that this AI, even on Extreme, is too much focused on walling around it’s TCs, when they should focused also / mainly where their main resources are being collected (see picture bellow):
Aggressive one: was by far the most fun to play against (on extreme level), at least for me, a “casual” 1300-1350 player!
Economist: early classical, but always “too late” 2nd town center. Also, I think it would be interesting making it react to our 2nd TC going their 3rd TC!
General:
1- I think one thing that would make all AIs MUCH more interesting would be making them more “raiding focused”, raiding only with their fast units and changing paths to find villagers.
2- AI need to have some sort of “risk calculator” when engaging and deciding to fight Player’s army or going for villagers. Sometimes it’s a bit annoying they simply ignoring our army so they can catch some random farm villager and dying lol
3- Norse AI is the most “problematic” one I guess, because of Ox Cart “micro”. They are often walking weird distances and paths to deliver resources.
4- Set AI is just terrible using Vision God Power, since The Titans and Extended Edition lol but still using it in 3 secs on Player main base with no purpose.
PS: I did not test the one that do not produce MUs and the one which is addicted to it lol (lack of time to play)