Charge
RoSCDV

After Action Report: Very Hard AI

by Sean Drummy

Introduction

Like any good real time strategy title, American Conquest: Divided Nation comes with a good helping of random map settings to keep gameplay fresh long after the campaign is completed. To add to this refreshing game feature, the random map settings also allow for up to 8 players and just as many team settings, almost any conceivable set of alliances and team setups can be played for unique tactical situations. As a result, I decided to break from the traditional after action report protocol of a one on one match with the computer but instead take on one mammoth of an AI with a moderately skilled computer-controlled ally. Apart from the interesting dynamic of a having an ally to aid me in defeat the no doubt skillful and cunning “Very Hard” difficulty setting on the opponent AI, it also gave me an opportunity to test out both aspects of the artificial intelligence programming for American Conquest: Divided Nation.

In addition to setting up this unique take of 2 on 1, I also was confronted with a variety of map settings to customize this match to my heart’s content. Just so things didn’t get intense too quickly, I chose a moderate level of resources and a huge map size that would be richly populated with mines and other raw materials to feed these digital war machines. Finally, to keep things simple for large unit battle maneuver, I choose a flat plain for a terrain type.

Build, Expand, and Build Some More

Although American Conquest: Divided Nation’s typical match lengths tend to run longer than the traditional real time strategy title, one cardinal rule CDV adhered to was the initial buildup and peace before hostilities start. Seizing on this opportunity as much as possible I sent workers out to the corners of my settlement to find as many mines and empty spaces for expansion as possible. Luckily there were several mines in the immediate area so I could build my rail station and peripheral structures right near my resource base, making them easy to defend. With my economy bustling I assured my worker output would remain high despite rising demands for resource as technology advances and a need for a steady stream of men into my recruitment buildings to keep my army ranks full. With several more houses built and two rail stations I began pumping out line soldiers and officers as fast as possible to afford a hasty defense if I was attacked before my main battle plan unfolded.

With a healthy group of solders continually marching out of my rail stations I expanded my resource productions with two more farms and built a third rail station to increase my ability to research technology and units. The technology in American Conquest: Divided Nation researches rather quick compared to other real time strategy titles so remaining vigilant on starting new fields of technology after the previous tech had been researched consumed much of my attention.

This proved to be more costly than I had thought as in the time I was climbing my tech tree and building advanced structures my allied had been bearing the brunt of a nasty infantry offensive from my enemy. With very little forces to aid my flagging ally I had to modify my original plan of accumulating a technologically advanced, but numerous, force of cavalry and cannons/machineguns to create some middle-level forces. I quickly re-geared my rail stations to produce as many troops as possible and shifted much of my resource expenditure off of technology and more advanced buildings. 

Previous  |  1  |  2  |  3  |  Next

Back to Top | Purchase American Conquest | Wargamer.com | The Wargamer Store | About The Wargamer | Advertising Info | Contact Us