Choose how quickly it thinks — and what plan it prefers
Opponent AI
Difficulty changes how often and how well the opponent thinks; personality biases which fair, visible plan it prefers. Neither setting changes health, damage, wallet, or sight — and its brigade, like yours, is one of the twelve.
At a glance
- Cadet / Commander / Veteran
- Slow / steady / quick decisions; wild / steady / tight aim
- What's fair
- Same units, same costs, same sight — only brains differ
- Balanced / Siege / Raider / Naval
- Adaptive / headquarters pressure / convoy attacks / coastal production
- What changes
- How often the opponent decides, how big a reserve it keeps, when it retreats, how wild its aim is, how much it tries per window
- What never changes
- HP, damage, reload, range, pay ticks, build caps, spot ranges
AI difficulty
Cadet, Commander, and Veteran change how often and how well the opponent thinks — never unit stats or income. Veteran reacts faster; it does not cheat.
The three tempers
Cadet decides slowly, keeps more back in reserve, and pulls out of a brawl earlier. Veteran decides almost three times as often as Cadet, keeps less back, finishes a favorable fight longer, and shoots tighter. Commander sits in the middle and is the ranked baseline.
| Feeling | Cadet → Commander → Veteran |
|---|---|
| Decision pace | Slow → steady → quick |
| Reserves held back | More → medium → less |
| When it retreats | Earlier → middle → later in a good fight |
| Aim wobble | Wild → steady → tight |
| Aggression | Shy → even → pushy |
The four battle plans
Personality tilts the opponent's existing utility scores and opening support choices; it does not replace battlefield awareness. An emergency at its own HQ can still force any personality to defend.
| Personality | What it actually favors |
|---|---|
| Balanced | The original unweighted plan: adapt between depots, raids, and HQ pressure |
| Siege | Workshop, barracks, and radar support; massed pushes toward your HQ |
| Raider | Logistics, infantry, and drone support; higher priority on exposed Berliet convoys |
| Naval | Sub Pen, Boatyard, and radar first; boats and submarines along the coastal approaches |
Veteran's extra tricks
Veteran also remembers your last known spots for less time, tries more actions per window, and is allowed to use more fancy tools like splash and smoke and road-based plays. Cadet sticks to basics and even makes a few deliberate mistakes; Commander learns and adapts mid-game.
What the opponent actually does
Each think tick the opponent scores four ideas — siege, defend, expand, raid — with its own curve, holds its current plan for a bit unless something is clearly better, keeps a reserve, and sends orders like a player would. Raid chases your trucks, siege flanks toward your HQ, defend falls back near its own, expand grabs the nearest depot it doesn't own. Its brigade is drawn fresh each match, so the doctrine you're up against — and the unique unit or building that comes with it — changes from game to game, not just its difficulty.
- Against Cadet a safe economy snowballs — it keeps more back and shoots wider.
- Against Veteran keep lanes wobbly, spread depots, garrison one to cement it, and hold a local reserve for the faster counter-push.
How to adjust
The fundamentals still decide: own supply, keep Berliets alive, respect the 5-ish tile gun ranges, and attack with a reason. Difficulty just changes how fast the opponent punishes you for forgetting.
Fair play note
Some players swear Veteran cheats — it doesn't. Give both sides the same Maus on a flat map and they trade identically. The difference is how quickly Veteran spots that trade and how cleanly it takes it.