A real AI review.
For all of those wondering. We hear a lot of how good the AI is compared to ETW in NTW but not in what aspects it is actually good. Based on my friend’s review on the game, who is a fan of TW games and Napoleon Era just like me but stay away from the forums, the AI has not improved much in any significant way. He saw that the AI is better off if it outnumbers you, you come up to meet it, has better morale units, you don’t stretch your units out, is superior to you in cavalry or none of the armies have cavalry, the size of both armies is small so you can’t choose to outgun and encircle it as easily as you could if both armies were big and you don’t use canister shot against its infantry. I intend on making a summary of the AI in NTW based on his experience playing the game and show why it has barely improved since ETW came out but shows that CA have been trying, they just haven’t gotten it right just yet.
I don’t have the game but I have a friend who does and he explained to me what some of the problems are. The main problem is the way the AI advances which is much, MUCH better than in ETW but still not quite there.
This should provide an idea of how the AI advances: I = player line, II = AI line
I - - -II
I - - - II
I - - - II
I - - - -II
I - - - -II
I - - - II
So you can see, that , if you’re facing the AI line the one to your far left is going to enter your firing range first and will therefore be for 2-3 seconds at a disadvantage because naturally, all the units in range will concentrate fire on this sole infantry.
a) This infantry is going to get decimated as soon as it enters the firing range and before it can even shoot. This would not have happened if every unit had entered in a perfect line formation. Because the reloading times and damage of infantry fire is unrealistic the AI infantry suffers a lot of casualties before it can react and by the time it actually forms a straight line many units are about to rout.
b) It is also a problem that the player will maximize his fire power by placing his units in one or two long lines so every one in his units shoot while the AI doesn’t and marches in 3 to 4 ranks deep meaning the player has already outgunned his opponent, even if the AI has guards.
Even if the player stretches his units to the limit the AI will not counter by stretching his units as well but continue to advance in the usual 3 to 4 ranks and WALKING. By now the player has already won.
c) The range is also a problem because the AI doesn’t guard its flanks very well. Sure it leaves some cavalry to defend its flanks but if you outnumber him in cavalry what is he going to do (which is mostly the case)? Larger range means it will take more time for your cavalry to encircle the enemy due to the fact the armies aren’t so close to each other and will give the AI more time to react.
d) For some reason, if attacking, the AI doesn’t start firing when they get into range but continue to walk into their deaths as if they were charging but through walking.
e) The AI infantry react to encirclement from behind by turning around and charging the encircling units but get shot from behind by the already firing units.
f) Lastly, probably the biggest problem is the if you outnumber the AI in infantry it will still attack you in the middle (not concentrating in one side while it protects the other side), allowing your units on your flank to simply encircle the AI and shoot from the sides, getting even more hammered by the player and starting to rout.
Those, above, are the problems concerning the Ai with infantry.
There are many other problems as well. These are some:
1)The AI places its artillery down as soon as it enters into range. Doesn’t matter if there is a hill in the way it will fire and continue to fire.
2)Many times the artillery of the AI will halt to fire while your camping but its infantry will continue forward creating a huge gap between these units and separating its army which becomes easy prey for your cavalry. If the artillery is going to stay there then let the infantry stay close, if the infantry move forward the AI should also move its artillery forward.
3)The Ai doesn’t use terrain. Rather it is oblivious of the advantages of terrain. In rivers, it masses all its men and walks (once again walks not runs) through the bridge or ford while your artillery decimate them.
4)The AI rarely camps but attacks, even when outnumbered, contributing to its own downfall.
5)AI cavalry seems to stay back and ‘defend’ the flanks and artillery if outnumbered by opposition cavalry. The problem is they rarely have many cavalry units and because the artillery is left far behind the cavalry are also left far behind and they can never reach your cavalry encircling the AI infantry line in time. And because the AI infantry doesn’t protect its flanks then you usually are have cavalry and infantry encircling the enemy meaning the cavalry there to protect it will get shot down and outnumbered.
What have they fixed in NTW in terms of AI?
Well you won’t find the AI infantry units overlapping each other anymore or forming the melee blob. That’s about it. Oh and apparently the AI knows how to change priorities which is actually happening but, like pointed above, its useless because once the AI gets surrounded it is really hard to get out of the mess without opening another hole for the player to exploit.
So why do many people claim the AI has been improved? Well, the melee blob is gone so that is a relief and in NTW you will still fight mainly small battles or skirmishes which mean the problems of the AI become much harder to manipulate or notice and will think your playing against a much better AI. So advice: If you play small skirmishes play against the AI, but if you play large battles, play drop in battles against humans.
Thank you for your time
PS: Thank you CA for trying. i am sure you'll get it.




