Hubert Cater -> RE: Does the Soviet AI need help? (11/6/2016 12:49:35 PM)
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Thanks for the questions everyone and I thought I'd post a quick comment on the Axis invasion of the USSR and what to expect from the Soviet side, i.e. against the AI or a human player. Currently the campaigns have been designed/balanced with the historical timelines in mind and this just means that a well thought out and planned Operation Barbarossa should see the Axis player eliminate scores of Soviet units, with limited to no losses to their own side, and ideally reach the gates of Moscow by the first winter of 1941. At that point the Axis should suffer some effects of overstretching their supply lines, the Soviet Winter effects, and the Soviet lines should somewhat stabilize with the arrival of the Siberian units as well as any repurchases on their own end. Under the right circumstances, and at this point in the game, you should see some ebb and flow on that front until the end of the war with either the Axis finally able to tip the balance in their favor, or the Allies tipping the balance and pushing back on all fronts from their side. We've seen examples of two games, one from PD, and one from NP, and if Barbarossa is not initially a very strong push from the Axis, then the slow build up and eventual push back will happen earlier from the Soviet side, while if Barbarossa is more like NP's game then what you see there is typically expected and if the Soviet AI has run out of defenders from the early attacks then the Axis may find some locations undefended as it pushes forward to its historical objectives. Again this would be the same in either a human vs human or versus an AI game as the Soviet side only has so many initial units, with so much territory to cover, and it takes time to rebuild from your losses in game. Of course this all being said, we also have to take into account different skill levels and some players will find the Soviet theater playing out just perfectly, while others will be better off playing at one of the higher difficulty levels and providing the AI with some help like additional MPP collection and/or experience and so on, especially after a few games and once the game mechanics and strategies settle down for you etc. For the excessive operational movement, this was a bit of a bug in these betas where the AI was constantly attempting to redress the "weak fronts" by sending units back and forth in an attempt to balance them out, and yes this was an unnecessary expense that ultimately hurt the AI in terms of MPP costs, so consider this fixed and much improved from these beta playthroughs. For the US naval side, it is still early in game and the US navy does take into account the loss of the UK home island and is planning accordingly as it not only has the responsibility of counterattacking, but also to screen and shield any potential US infantry transports or amphibious assault vehicles... so there will eventually be some action but again here the AI plays for the long game much like how a human player will do as well. Not saying that there is never any room for improvements, just outlining some of the thought process that goes into the AI as there is always so much for it to cover from game to game and from outcome to outcome. Hope this helps, Hubert
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