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I mean, if a Player is making such poor decisions on their Warband progression that rolling a dice to progress randomly yields better results, then there is some room for improvement there, to say the least. :b
Which is why most of AI's actual power growth comes from stuff it has no control over. Such as how much OP and SP they get at each Rank. Or Equipment quality. Because the AI is not allowed any choice in that matter, the AI can not mess it up. :b
I agree. At the end of the game, a well-trained band will be able to fight 9 against 10 without any risk of losing the battle. The last member being responsible for collecting treasures and stones far from the fighting.
the AI makes each individual warrior powerful enough, based on certain builds designated by the developers as "the most defensed" or "the most offensed". When each bot runs ahead to inflict maximum damage on the player, without any synergy.
But the player has this synergy in the group, when everyone plays a certain role, which gradually leads to the situation of "order beats class".
Naturally, at first the AI is strong, definitely not weaker than the player, how can it be weaker?
But as the levels advance, the player's warband becomes stronger, and the AI remains at a universal individual level, when everyone has a little bit of everything, everyone encourages each other, but this is unsystematic and doomed to failure.
(for example, vampires, fighting against mercenaries, drink a protecting potion against horror)
And to make tension, the creators had to resort to such mechanical things as the upper limit of the RNG, and the sudden appearance on the battlefield of a powerful third force that attacks everyone. And so on...
That is, as a result, the difficulty curve is descending, from overestimated at the beginning to low at the finish.