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Thanks for your feedback regarding Renaissance Mod. I appreciate the time and thought you put into your post. Lots to consider here! :-)
Unfortunately, as you suspect, a good portion of what you're requesting is outside the realm of what is possible with game editor. Additionally, I more or less consider the mod 'complete' at this point, apart from minor balance tweaks.
- AI's are now too strong
- AI's need to be stronger
The fact that I still hear both types of feedback tells me that the current state of AI power is probably about right.
Keep in mind, much of what the AI is capable of is hard-coded into the game. What I've done is to understand the AI's patterns and make changes to the game that allow the AI to function more competently and cohesively with respect to their existing patterns and limitations. It took a ton of testing and trail-and-error.
Changing the existing AI patterns simply isn't possible with the tools available. That said, most players have responded well to the mod's "new" AI behavior. For example, in Renaissance Mod (on the higher difficulty levels) AI's can now:
1. Capture entire shard worlds
2. Regularly build temples and high-tier temple units
3. Field large oppressive armies with strong, powerful units
4. Move around the map much more capably (particularly in Sandbox mode)
5. Keep up with the player in terms of mid-game and end-game techs
In contrast, none of these things tend to happen without the mod.
1. Stick to Sandbox mode.
While Exiled mode can still be fun, the AI's do move and play better in a big open world with a handful of shard worlds.
2. Use the following map / game settings:
- Set the difficulty to 'Challenging' or 'Impossible'
- Set the monster spawn rate to 2x
- Enable all victory types (particularly the Unity Spell, as that will put your game on a timer of sorts and force you to eliminate AIs earlier)
- Use a large or extra-large Sandbox map with 4-5 external worlds
- Great Land and Supercontinent provide a greater challenge than Continents and Islands
- Play with 4-6 opponents (the game performs best with ~2 less players than the maximum possible)
3. Choose specific AIs that are more aggressive (*most aggressive):
- *Stoneheart
- *Rjakh
- *Dremer Queen
- Serpent Queen Zhorea
- Emperor Baalphegor
- Tlalocian
- Infurion the Cruel
- King Lich VI
- Lord Tharayn
- Krel the Kingpin
- Winter Enchantress
You might also choose just one mage that's more neutral (King Reginald III and Es Kaliborn work well here). That way, if the AI's wage war on each other, the neutral AI can act as a spoiler and advance with their armies intact, providing you with a good end-game challenge.
4. Avoid using any game exploits:
- Don't disable the City Limit
- Avoid exploiting recursive 'Hubris'
- Limit trading with AIs so you receive no more than 500 mana / gold per transaction
(If I could fix these exploits, I certainly would. I supposed I could eliminate 'Hubris' but many people like it as an option, with and without the exploit.)
For example, let's look at Holy Sentinels. They make excellent city defenders for their cost. While they can be part of a core army, they really aren't intended to be. Their role is to defend and perhaps provide a healing unit option for races that don't have one.
[Note: Holy Sentinels built by a player are different than the hostile ones that guard Holy Ground nodes. The node guardians ones have just 1 movement (so they don't stray). The ones that players can build have 3 movement, just like most other healing units.]
You also mentioned Red Dragons. True, they aren't the best dragons. But they're very good for the mid-game, and even formidable in the end-game with good perks and enchantments. They do get outclassed, but so do many units. They work well for their cost and upkeep. And considering you can get them very early on with the 'Dragon Breeder' perk, they are fairly well balanced as is.
In my experience, part of what makes a good 4X game is learning what units work best in what roles. So with that in mind, I tried to ensure there was a good mix of units available throughout the game. Some are good at scouting, but terrible at fighting. Some make good defenders, but poor attackers. Some provide hard counters to specific units -- like Koatls versus dragons. Trying out different units and army combinations is part of the fun. ;-)
- - - - - - - - - - - -
I do appreciate the feedback, but I have to be honest -- I consider the current mod a good success. It took hundreds of hours to get it to this state. I don't have the time or inclination to make sweeping changes to it, especially when it appears to be working well for the vast majority of players.
That said, I encourage you to try out different settings and game modes. Use a few of my suggestions above. You might discover that the game provides more overall satisfaction in future play-throughs.