Happy to hear it!
By the way, what difficulty do you all use in your campaigns? I'm thinking to jump from Hard to Very Hard, but I'm not sure what are the main differences between these difficulties. If its main difference is giving more money so the AI can make endless stacks, I think I'm good with Hard lol
I did a mod for this so I can pretty much just spit numbers at you, I'm just running a find replace for player/AI, but it SHOULD still all match up.
Difficulty goes (Easy/Normal/Hard/VH/Legendary)
Campaign (Mechanical Changes)
- The AI will gain 0/0/100/250/500 passive experience per turn for all units.
- The AI's buildings are 0/-50%/-60%/-70%/-80% cheaper to construct
- The AI has a lower resistance to occupying territory (10/40/50/60/70)
- The AI can recruit units that cost 0%/30%/50%/60%/70% less
- The AI has 3/4/5/7/9 bonus replenishment for all units.
- The AI's characters have 10/10/12/14/16 bonus replenishment.
- The AI has 0/0/-10%/-15%/-20% less upkeep for all units.
- The AI suffers -30%/-50%/-60%/-70%/-80% less attrition in all territories
- The AI is immune to Horde infighting
- The AI has 2/3/4/5/6 global recruitment slots and 2/2/3/4/4 local recruitment slots
- The AI has 20/40/60/100/125 bonus growth in settlements
- The AI has 5/6/7/8/9 bonus growth for hordes
- Colonising costs 0 money (it will still consume troops)
- The AI will gain 10 influence per turn and have a 0/0/25%/50%/50% reduction in the cost of Intrigue Actions if they are playing High Elves.
- Slave rites are free for the AI on all difficulties.
- The AI generates 4/6/8/10/12 of their ritual currency per turn in the vortex campaign.
- The AI has a 60% reduction in the decline of their Slaves
- The public order penalty for slaves is reduced by 20%/30%/40%/60%/80%
- The player has a +1/0/-2/-4/-8 change to their public order.
The player also gets a negative multiplier for their units in autoresolve
(-0.01/-0.05/-0.07500001/-0.1/-0.15) and the AI gets some bonus for siege equipment or something.
Campaign (AI Changes)
This one is a bit harder to explain but basically there's a list of priorities the AI will choose from to do things. Hard AI adds in two tasks that are pretty much "go and gank the player"
Battle Changes
This one is modified by the BATTLE difficulty, difficulties are laid out by Easy/Normal/Hard/Very Hard
AI gets -4/0/4/10 more morale.
Player gets 4/0/-2/-4 more morale
AI gets a 0.8/1/1.1/1.15 multiplier to Charge Bonus and Melee Attack
AI gets a 0.9/1/1.1/1.15 multiplier to Melee Defence and Melee Damage
AI gets a -10/0/10/20 bonus to missile reload speed.
So in conclusion, the AI gets cheaper buildings and units, bonus growth and experience, near immunity to all attrition, bonus recruitment slots, and just general better units.
I tend to play on VH/N but that's mostly because I want the cheevos. If I could pick whatever I want, I'd probably do Normal or Hard with Normal Battle Difficulty.