Mechanics

The AI opponent

Opponents do not cheat. They use the same rules you do, see the same fog and play under the same resource constraints. Their decisions derive from the seed: the same seed and the same command sequence reproduce the same match.

Personalities

A personality is not a hidden behaviour script — it is a set of weights.

Fortification is one of the visible personality differences: the Expansionist never fortifies — an expansion army does not dig in, it walks.

The growth focus (Cities and population) is not an opponent difference: none of the three personalities sets a focus, so food follows the default rule — the least populous eligible city grows. The Defender used to make its capital the focus, and measurement took that back. The rule has changed since: a city at the population cap can no longer receive food, so nothing flows into a full store any more (Food). The arm was measured again after that fix and the Defender's win share still dropped — feeding one strong centre leaves the border cities small. That is why setting a focus is a tool in your hands; the opponent does not use it.

Truce appetite (Diplomacy and truces) is the second visible difference: the Defender pays for time, the Opportunist uses a truce to close one front, and the Expansionist never begs for peace — it accepts one when crushed but never offers. An opponent only weighs the force it sees: it never asks peace of a player it has not met.

What an opponent builds

When a city's queue empties, it asks a single question: which item returns the most value per unit of production spent? The score is the personality's weight, scaled by a situational multiplier, divided by the item's cost — so a cheap item beats an expensive one unless the personality wants the expensive one distinctly more. The multiplier is a condition read off the board ("my city quota is full", "an enemy is near", "I know where a rival city is"), and it is what moves a personality from one item to the next. Units and buildings compete in the same queue (The production queue), so a city filling a building slot is a city not raising an army.

Here too the difference between personalities is not a hidden script but the result of their weights:

The prerequisite binds opponents too

The strategic resource rule (The production queue) applies to opponents exactly as it does to you: an opponent with no Horse pasture in its territory builds no Raider, and with no Iron deposit no Siege. It never even queues those items — it does not produce commands the engine would reject.

The shortage shows up in two ways:

The practical consequence is an opportunity for you: take an opponent's horse pasture or iron deposit first and you deny it not just income but a whole unit.

How an opponent spends gold

An opponent can also finish the head of its queue with gold (Economy), and it pays the same rate you do — there is no separate price for it. It treats the decision as a trade: gold turns into score at the end of the match (Gold), so rushing gives up points in exchange for turns saved. If the item would finish next turn anyway, it does not rush.

That is the third visible personality difference: the Defender and the Opportunist convert their purse into time, while the Expansionist never rushes — in an expansion economy gold waits in the treasury.

Difficulty

Difficulty means better decisions, not more resources:

Setup: every opponent is picked on its own

Personality and difficulty are chosen per opponent; the setup screen gives each opponent its own card. A card's personality options are the three personalities plus Mixed.

Mixed is the default. A mixed opponent's personality comes from the seed: the personality pool is shuffled with the match seed and handed out to the mixed opponents in order. Two consequences:

Pinning a personality does not constrain the deal: if you say "opponent 1 is Defensive, the rest mixed", one of the mixed ones may still come out Defensive.

Difficulty is not mixed — you pick each opponent's tier yourself. The tier a match is recorded under in your statistics is that of the hardest opponent at the table.

Threat indicator — "it sees you as a target"

An opponent's evaluation is readable on screen. A threat mark appears next to its badge in the score strip, and the selection panel writes one line per opponent: its personality, the power ratio and whether the late-game wake-up is in effect.

The power ratio is, as far as you can see, your attack strength over its strength. Below 1 means you are the weaker side — and that is exactly what an opponent's evaluation rewards: it turns on whoever weakens and pays a counter-damage penalty for attacking the strong (Combat). That term exists in all three personalities; only its intensity differs. If a profile has no appetite for attacking at all, the indicator never says it sees you as a target.

What the indicator does not say

The ratio rests only on the units you can see. An army behind the fog is not counted, so:

Opponents also play each other

In a three-opponent match there is a genuine three-way struggle; the AIs do not form a cartel against you. Whoever weakens, the Opportunist turns on them.

Opponents offer each other truces too: the side that sees itself as weaker makes the offer. Acceptance can come from either of two reasons — the receiving side also sees itself as weaker, or it is dealing with 2 or more fronts at once. Because of the second one a stronger opponent comes to the table too: closing one front is how it turns its advantage on the other rival. Bargaining, not a cartel (Diplomacy and truces).

Neutral bandits are not rivals

There is one more side on the map besides your rivals: the bandits inside a Bandit camp. They carry no personality, have no difficulty tier, found no cities and never enter the scoreboard — they are not a fourth archetype alongside the three above.

Their behaviour fits in one sentence: they stay within a fixed ring of their camp, hit the weakest adjacent unit and never touch cities. When they walk, they close on the nearest unit without leaving that ring. There is no personality weight, no difficulty tier and no risk calculus — the whole test is one line: hit the weakest one. The threat indicator does not show them either: the indicator reads the direction of a rival's weights, and a bandit has no direction to read.

To the opponents, though, a bandit is an ordinary target: every neutral unit they can see goes into the combat calculation, and they strike when it pays (Combat). So clearing a camp is not necessarily your job — in some matches a neighbour does it.

The same holds for the Neutral village: a village is not a rival but a settlement that can be taken. Rivals do treat it as a target and take it by war — annexing one with gold is, today, the human player's decision alone.

The numbers on this page are read from the game’s balance tables.

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