Dynamic AI / World Difficulty
Here's my #1 wishlist item for FE - the game to dynamically adjust the difficulty mid-game based on the initially set difficulty level (if an option is set to do so).
One of the major features of 4x games is that "power" increases exponentially, where "power" is a combination of things like attack capability, research capability, production capability, etc. Using production as an example - city size adds 1, 2, 4, 8, and then 16 production: (2^(size-1)). A city's production from materials starts out low (2 or something) and goes up to 10 or 12 or higher later in the game. I wish I had a plot. Even materials can increase from Arcane Forge or an Alchemist. This, from what I can tell, is an intended feature of the game - you slowly build up and get more and more powerful, and it's a good one. It's there in pretty much all 4x games.
The trouble with exponentially increasing power is that it makes it easy to outdistance opponents if you get an early bonus or to fall behind if you suffer an early setback. If I have 4 materials at the start I can get a pioneer out in 5 turns (with Enchanted Hammers). An AI with only 2 materials and no earth magic might take 10 turns to crank out that same pioneer. Now, at turn 12, I potentially have 3 cities to their 2, and can make more pioneers in that extra city, and on and on. Or, in another game where we both build pioneers in 7 turns, if my first pioneer gets eaten by a monster, they now have 2 cities to my one and have double the production capability. This leads to a boring late game in most games because, by mid-game, you've either pulled ahead and won or have fallen woefully behind and are just waiting to get pig-piled out of existence.
Proposal for a solution - Dynamically adjust the game's difficulty based on an estimate of how well the player is doing and the initially set difficulty level. What does that mean? It means the game uses knowledge of how things are going and a measure of how well the player is doing (preferably a more accurate one than the current power rating) to trigger events that attempt to bring the difficulty in line with what was initially set.
Some examples of how a Dynamic Difficulty Engine (DDE) might work in action:
Difficulty: Easy
The player accidentally allowed one of their city's ZOC to expand over a Forest Drake's lair in the early game, and now that Forest Drake is rampaging towards their settlement on turn 30. That's not "easy", so the DDE spawns an event where one of the following happens:
- If the town is big enough (>100 people) The townspeople band together and arm themselves with spears / clubs and the player gets an army of 9 9-peasant defenders, enough to have an epic battle where many of them die horrible deaths but still defeat the drake
- A Dragonslayer shows up and offers his services to the sovereign for a price in gildar, or maybe in food if they're short gildar (apply a food penalty to the town for N seasons), kills the drake, and departs.
- A single heroic peasant takes up a sword they found at an old battlefield and managed to heroically slay the drake. The sovereign has the option of recruiting them as a champion
- Hard+
- Spawns one of those demon portals in the middle of their ZOC that starts spewing demons.
- or, Triggers some titan-level event against the player to shake things up
- Normal-Challenging:
- Invading troll armies
- or, Brush fire spread out of control and turned into a bunch if Ignys and Fire elementals somewhere in their territory
- Easy
- New resources spawn somewhere between the player's and the AI's ZOC
- or, New fertile land appears somewhere between the player's and the AI's ZOC
Mid-late game the player is steamrolling an AI, taking several of its cities in a row. DDE responds by
- Epic level magic cast by a desperate AI sovereign...
- Teleports the stack of doom you're attacking with, stranding you on an island far out to sea. Spawns a quest by your capitol that gives you a water-walking spell in case you don't have earth magic, but the quest takes several turns by another champion
- or, Makes a bargain with <evil god-like being - what's that 10000 point win name?>, granting all of its units 4x hp, 4x attack, and 4x armor but requiring the sacrifice of 10 / 20 / N population per turn
- Betrayal by your most powerful champion - he suddenly appears at the head of his own stack of doom, made up of the AI's most powerful units, and attacks your invading armies.
Difficulty: Easy-Normal
Mid-game the player (or an AI on normal) is falling behind technologically, the DDE:
- Triggers a discovery event, where the player or AI learns a new technology
- Triggers a sabotage event if the player is falling behind, where AI's tech discovery is sabotaged to allow the player to catch up.
And a whole lot more things that can be spawned or triggered when the DDE sees something not matching the difficulty level happening. Is it cheating? In a sense, definitely, But anyone who plays at a difficulty level that's not Challenging is cheating anyway - at lower levels by handicapping the AI, and at higher levels by buffing the AI. The DDE just takes it one step further and dynamically adjusts things to try to maintain that difficulty level.