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mothwentbad: snip
As far as I know the AI in AOW 1only "cheats" when you play on the higher difficulties or when playing a scenario where the AI is given an advantage from the beginning or later in the game. Most of the scenarios in the campaign probably works that way. Story driven scenarios that you can download from Heaven Games often also employ this to give experienced players more challenge as well as surprises.

What I would recommend for you is to download some multi-player AoW 1 maps from Heaven Games and play them as single player. That's the way I play Age of Wonders the most. The campaign has a great story but there's just something about several empires starting out small, building themselves up and clashing in a great war.
You can make up your own story as you go along or just play it purely as a strategy game without any user created story and events getting in the way. Some of the map-makers are brilliant at making maps with beautiful terrain. I could recommend you some maps, but since I mostly play XL maps it would be more useful for you to browse the large and medium maps at:
http://aow.heavengames.com/downloads/lister.php?category=multi

I just play by the vanilla rules myself. Most AoW 1 maps are made for the vanilla rules the map scene is quite different from that in AoW: SM with all it's mods. The AoW 1 map scene should be less intimidating for a new player.
In additions to the vanilla rules (AoW 1) there is mostly just Warlock's rules and Lighthawk's rules, which is an expanded version of Warlock's. I haven't used those myself yet, but as far as I remember they are not radical changes, just some new units, some re-balancing and some changes to make the heroes a wee bit less overpowered.

As far as AI, "cheating" and difficulty goes it is supposed to be like this:

Human Player +0% gold/mana +1 XP per turn
Squire +0% gold/mana +1 XP per turn
Knight +50% gold/mana +2 XP per turn
Lord +100% gold/mana +3 XP per turn
King +150% gold/mana +4 XP per turn
Emperor +200% gold/mana +5 XP per turn

(+ XP per turn is the XP bonuses all heroes get each day whether they are fighting dragons or sitting on their asses)

So unfortunately the most fair game against an AI economically would be on the lowest difficulty. But since the Squire AI is so timid, I would not recommend to go below difficulty Lord at least. Try with that and if it becomes too easy just raise the difficulty. At least in this way you know from the start what bonuses the AI has, unlike many story based scenarios where the AI may get some unexpected help from the designer later in the game. I don't think giving the AI bonuses should be considered "cheating" since the rules are predictable. The player can learn to manage his empire, hero development and tactical battles so much better so it is only "fair" that the AI gets some bonuses to help it. With the exception of these bonuses (and that it probably can see the whole map) I think the AI plays by the same rules as the player. The difficulty level may also influence the aggressiveness of the AI or it may just be that it gets bolder when it has a better economy.

It would be nice if they spent a lot of time and resources into creating a good AI in AoW 3 (but still kept the higher difficulties with AI bonuses). I think it actually is possible even though almost no (turn-based) strategy game have it. It seems like it is too difficult for most the designers to implement and besides, AI is almost never a huge priority anyway.
Post edited July 31, 2013 by Sargon
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mothwentbad: snip
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Sargon: As far as I know the AI in AOW 1only "cheats" when you play on the higher difficulties or when playing a scenario where the AI is given an advantage from the beginning or later in the game. Most of the scenarios in the campaign probably works that way. Story driven scenarios that you can download from Heaven Games often also employ this to give experienced players more challenge as well as surprises.

What I would recommend for you is to download some multi-player AoW 1 maps from Heaven Games and play them as single player. That's the way I play Age of Wonders the most. The campaign has a great story but there's just something about several empires starting out small, building themselves up and clashing in a great war.
You can make up your own story as you go along or just play it purely as a strategy game without any user created story and events getting in the way. Some of the map-makers are brilliant at making maps with beautiful terrain. I could recommend you some maps, but since I mostly play XL maps it would be more useful for you to browse the large and medium maps at:
http://aow.heavengames.com/downloads/lister.php?category=multi

I just play by the vanilla rules myself. Most AoW 1 maps are made for the vanilla rules the map scene is quite different from that in AoW: SM with all it's mods. The AoW 1 map scene should be less intimidating for a new player.
In additions to the vanilla rules (AoW 1) there is mostly just Warlock's rules and Lighthawk's rules, which is an expanded version of Warlock's. I haven't used those myself yet, but as far as I remember they are not radical changes, just some new units, some re-balancing and some changes to make the heroes a wee bit less overpowered.

As far as AI, "cheating" and difficulty goes it is supposed to be like this:

Human Player +0% gold/mana +1 XP per turn
Squire +0% gold/mana +1 XP per turn
Knight +50% gold/mana +2 XP per turn
Lord +100% gold/mana +3 XP per turn
King +150% gold/mana +4 XP per turn
Emperor +200% gold/mana +5 XP per turn

(+ XP per turn is the XP bonuses all heroes get each day whether they are fighting dragons or sitting on their asses)

So unfortunately the most fair game against an AI economically would be on the lowest difficulty. But since the Squire AI is so timid, I would not recommend to go below difficulty Lord at least. Try with that and if it becomes too easy just raise the difficulty. At least in this way you know from the start what bonuses the AI has, unlike many story based scenarios where the AI may get some unexpected help from the designer later in the game. I don't think giving the AI bonuses should be considered "cheating" since the rules are predictable. The player can learn to manage his empire, hero development and tactical battles so much better so it is only "fair" that the AI gets some bonuses to help it. With the exception of these bonuses (and that it probably can see the whole map) I think the AI plays by the same rules as the player. The difficulty level may also influence the aggressiveness of the AI or it may just be that it gets bolder when it has a better economy.

It would be nice if they spent a lot of time and resources into creating a good AI in AoW 3 (but still kept the higher difficulties with AI bonuses). I think it actually is possible even though almost no (turn-based) strategy game have it. It seems like it is too difficult for most the designers to implement and besides, AI is almost never a huge priority anyway.
Thanks. Can you recommend some XL maps anyway? I might enjoy them sometime if I go away from AoW for a long time and then have a free afternoon at random.

What AI is used when you play the campaign on Normal? Or is there some other totally different scheme?
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mothwentbad: I haven't yet. I heard it was the weakest, and best saved for AoW lovers looking for extra campaign content. Do you feel like I'd enjoy it more based on what I've said here or something?
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BlaneckW: You want single-player scenarios, I think the wizard's throne campaign is better than shadow magic campaign. But no, advantages don't accumulate on it. While the story continues over the grand campaign, advantages only carry over for the three-scenarios per each sub-campaign.

Hordes of AI units are particular to AOW1.
Why go for the lesser choice when you can pick the best? :-) Even though AoW: SM is a great strategy game (and AoW: 2 very good as well) with some nice additions to the AoW formula, when it comes to the feeling of the game: backstory, race\civilization design, unit design, unit protraits (gone), unit descriptions (silly), music, story (less important) AoW 2 and AoW: SM feels like lesser games. AoW: SM is brilliant and it feels like an imaginative Dungeons and Dragons game with a lot of attention to details. But AoW 1 is something more. It feels like a much more believable fantasy world where mighty civilizations struggle for survival and hegemony. There is some subtle and not so subtle humor in the AoW 1 unit descriptions, but the humor doesn't come on the expense of believability. In AoW 2/SM some parts of the game feels much closer to fantasy parody.

Thankfully the graphics in AoW 2/SM is still great (even though it lost the great portraits and 2D art from the first game). It employs the same style so it is easy to imagine it is in the same world as the first game. Just ignore the story. Well actually I am going to play the AoW II campaign some time as it seems interesting. I probably never will do that with the AoW: SM campaign though.

I'm pleasantly surprised with what I've seen of the graphics in AoW 3 so far. While there is certainly a lot of things I don't like, in general it looks quite good and they look as they are inspired by the graphics from the first three games.
Most importantly, they don't have that hideous, deformed World of Warcraft\Anime look that is so popular with PC fantasy game designers these days. If AoW 3 had looked like this game: http://www.gog.com/gamecard/fantasy_wars I would have laid down on my bed and cried like a little child. Fortunately, Triumph Studios are great game designers, not twits.
Post edited July 31, 2013 by Sargon
I think sargon hit the nail on the head. I just finished playing all three campaigns in a row and I still like the first one the best. Towards the end it does get a little cheesy with the uberheroes, but there are many great multiplayer maps that you can do solo. Silver marches is one of my favourites that includes all twelve races.
I also like AOW1 best, but I still think TWT has a good campaign.
AoW has the better campaign, artwork and atmosphere, but SM has the better game mechanics and user made single player scenarios IMO.
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PetrusOctavianus: AoW has the better campaign, artwork and atmosphere, but SM has the better game mechanics and user made single player scenarios IMO.
I find that the city-building aspect blows the game length up. For some people, this might not be a negative, but I personally prefer to have that under tighter control. I would *love* streamlining with rally points and such for AoW3, for example.

And yeah, I also prefer the light-handed approach to the plot in AoW1. Give the background, allow meaningful plot decisions, and then let the map play out. Having a new plot bubble or side quest or new objective every every five turns bogged down the parts of SM I have managed to play through so far. (Julia's map 2, with the dwarves, took me forever to finish, between the massive troops that I built up and the difficulty I had finding all the things they wanted me to find. I had no idea that the second enemy army was going to be so weak when I finally managed to find it.)
Post edited August 01, 2013 by mothwentbad