> I noticed the difficulty in a single game varies greatly when using my preferred strategy (in
v3pre3 - hard):
> [list][*]The difficulty at the start completely depends on how quick generator nodes are discovered by luck.
Yes, the starting position is completely random.
> [*]The difficulty of the second 'stage' (when the first adept is created) also greatly depends on luck, i.e. if the player has been able to lower awareness enough before an investigator finds out about the cult.
Not so. The probability of adept appearing is calculated with a simple formula which allows room for some wiggling for building up your cult. However, it is important to start lowering awareness pretty soon (you can even have 2 adepts for some amount of time, each gives +5% to investigator appearing chance) so that when he does appear, you would not be left with 20% awareness (which is a certain death unless you also have many adepts to quickly lower it). In general, the most amount of luck is hidden in the nodes position - basically, how much the AI will be able to grab while you expand.
> [*]Once a player has < 5% awareness (and an adept) the game becomes very easy. The opponents can be paralyzed one by one, because they don't expand aggressively (trying to paralyze their opponents) enough.
How come you always know where their origins are and also how come none of the AI does not have backup priests to pass the origin to?
> [*]The last 'stage' is the most boring one, because the opponents are paralyzed and the player has enough adepts to lower awareness. Now the player can simply capture all opponents nodes left, or go for the ritual (which seems to take more time than capturing all nodes).
The amount of time to cast the ritual is calculated from the amount of your priests. Basically, 9 priests will cast it in 1 turn.
> I suggest to make some kind of shortcut when all opponents are paralyzed, to skip this last stage.
I'll think about it. Personally the winning stage is most favorite of mine
> And if possible, I'd make the opponents more aggressive in trying to capture the origin of their opponents.
AI is always hard for me, not sure if I'll be able to do it. Though if I recall correctly, an origin is a pretty high-priority target for an AI in the case of war.