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However, in FE, the AI really isn't all that great. The game doesn't seem to know how to win and will *randomly* attack you...if the RNG happens to tell it to move to the square that your city is on. You'd think in times of war, they'd make stacks to send directly at you, but it doesn't do this so the AI is extremely weak, even on higher difficulties. This is the only reason I don't play it anymore honestly; although I highly prefer it over the SK setup.
I want to see a Sorcery King /Rivals with about 1 more year worth of work put into it.I feel the game fell a little short of my expectations and for 4x games my expectations are not that high.
4x games are really the type of game i can sink hours/days weeks/years into but i find most of the genre is occupied by low budget studios.I do see lots of statistical and menu work in the higher developed games like the Civ series for example but there are several ideas i prefer in Sorcerer King over those games.
So i am looking for a AAA studio to do the next Sorcerer King.IDK i guess if Enchantress was updated and tweaked a bit,it could be a better game but for me bigger is not better,i want bigger and of HQ.
FELH is more of a traditional 4x with fantasy elements. The unit designer is pretty fun to play with but tends to break the game because the AI only uses pre-built designs which tend to be non-optimal. The spells are also fun to play with, but can be used to break the game somewhat due to the AI. On a more meta level the civilization designer can again break the game. Basically, it's one of those games that's fun to play but any person with some creativity can poke holes in the balance with minimal effort.
Sorcerer king is a weird hybrid 4x/RPG hybrid... thing. You spend most of your time farming bandits for XP/ingredients, and doing quests rather than worrying about the 4x stuff. The gear and enchantments are actually loads of fun to play around with. You can do crazy things like stacking 400% XP gain on your favorite hero or allowing a unit to cast a massive speed debuff that's larger than any enemies initiative value. Like fallen enchantress though, it's janky as hell. Two of the commanders are vastly vastly stronger than any of the other options, though that's because they put in the effort to make all of them entirely unique so I'm not too upset about that. The biggest problem though is probably that the raise land spell is the single strongest thing in the entire game. You could wage an epic war to defend the shards... or you could just raise mountains and trap the sorcerer king's troops inside his territory while you take your time adventuring, tinkering with items, and ignoring him entirely.