I played some more yesterday and one of my major troubles during the Age Of Man playing on Hard is to cope with the Bandit keeps - not because I am not able to produce enough of a human military to take care of them, but because they simply won't do it. Instead, they beeline to the opposing faction's city to continuously attack buildings that will take them 30 turns to bring down.
And all the while the Bandit keeps keep on churning out more higher level units which eventually leads to most of my military being obliterated without taking a single Bandit with them... I am only able to break this stalemate later once I got some Myths available...
I cannot emphasize enough how much this annoys me. I mean, some unreliability is totally okay and cool (see the whole free will part etc.). I like this as well. But coming up with a starting build that is able to produce an amount of military that should theoretically be able to cope with the first few Bandit keeps at least partially and then seeing it wasting their time with pointlessly scratching the surface of near impenetrable walls is - not fun .
Changing the target priorities of human military would be a huge step forward to solve this in my opinion .
Whoah, savegame please? That is a bug; the humans are already supposed to be doing what you want, but apparently are not for some reason.
I will try to provide one as soon as I am able to get some quality time with the game again (my daugther is bound to keep us company on this world any day now, so I might be gone for a couple of weeks from the forums any day now
).
What is more, I think I might have been a little to drastic when describing my issue. After some more reflection I think my problem is twofold:
1. I think it might be the target selection logic (aka controlled cowardice) behavior introduced sometime during alpha that is biting me. As all Bandits emerge as one level higher than the current age, my early military is likely simply too reluctant to attack higher level Bandits (which will kill them) in most cases and go for less dangerous targets instead (aka buildings). The problem is that this prevents them from wearing down the Bandits by attacking in numbers as well.
2. I think there might be the need for some amount of target reconsideration in the AI of human units. Attacking buildings and ignoring Bandits is okay to some degree, but not if said Bandits are about to destroy the faction's hometown, i.e. I would like to see units turn around and protect their homeland if need be. Currently I have the feeling that, even though I have a couple of units hacking away at an enemy town, my town is helpless against attacks until the next wave spawns because existing units simply don't give a d**m.
Alternatively, if 2 turns out to be too complex, a "town bell" action could be provided e.g. for town centers, which causes all units (maybe only in a certain, very wide radius) to home in on the respective town to protect it and attack units along the way as dictated by their standard AI.