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Silly computer, can we get a fix?

#24
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By "longer," I meant not the actual time, but the in-game time. Besides, ranged unit spamming will suffer less, as ranged units still have an objective advantage. Tactics like "overwhelming everyone with lightning" will suffer even less. But complex strategies that require skill will die out (battles with stacks of level 1 units, breaking through ranged units without tactics, Moon, Magog/Fireball/Ring of Cold) because losses are inevitable, and you'll think twice before attacking. You'll also have to forget about beautiful crypts or ranged units in Dwarf battles. In reality, a practical, working tactic will look like this: take a reliable number of tough units (in case of a head-on battle) and conduct that same head-on battle in one way or another. Of course, you can try to outsmart the AI here, but the effect won't be worth the effort (I often see pointless battles in guides now, and what will it be like when you have to think like in chess in every battle to save a dozen Trolls?). You position yourself optimally, let the mobs approach, and press Q, because there's no point in doing anything else. Regarding "the result of the developers' calculations, not a deep plan to create the most interesting gameplay" - this is obvious, but we have interesting gameplay, even if it's the result of the developers' calculations. Stupid neutral creatures are practically a mandatory element of gameplay in any successful game where these neutral creatures exist. But the opponent is a different matter. Hunting should be easier than war. In general, any decent strategist can write an adequate algorithm for the AI's strategic behavior – it won't be more complex than a tactical algorithm. We're not talking about multi-day plans and chains, but about simple things that will at least double its strength. I've also watched a lot of gosolo, and it's completely nonsensical there