When one plays a non role-play game of Supremacy, he must try to defeat all enemies. Winning is the only end goal.
There are two types of opponents in s1914. Players, and "Artificial Intelligences." (I will call them AI, but in case there are nitpickers reading this, I know well that they are just programs—not nearly at a conscious level of intelligence. As any S1914 player can attest to, they-r-dumb.)
In this entry, I will examine the differences between RP and normal games, as well as highlight how AI ought to be handled in each case—however, this pose will not cover AI in gold rounds.
In a traditional game, winning is everything.
That's the point, that's the sole objective. Now, there are key differences in several areas that make AI and humans very, very different.
First off: communication.
The way one interacts with his opponents can very well alter the entire game.
One can connive and manipulate humans. It's easy sometimes. With humans, one can make real alliances, and work together as a team towards victory.
With a computer player, things are different. They don't respond, they don't react to threats, and so when dealing with them, all that is needed is calculation.
Second: warfare.
The most important thing in a normal game is battle.
With an opponent facing you with the same objective in mind, tactics, calculation, and activity will determine who is the victor.
When it comes to humans, tactics are decidedly more important than they are when dealing with AI. This is because human players will react to what you do everywhere in and around his territory, and will utilize nonstandard attack strategies to weaken and combat you. Computer players usually use the same recycled generic attacks, and you will eventually become used to reacting to them.
Calculation ties into tactics, however, that are not completely military in nature. With a human opponent, sometimes calculation is not enough, as they are able to act in nonstandard ways and use skill to overcome odds. With AI, you must only calculate. Measure the defenses, troop placements, economic standing, etc., and you will have a good idea of what statistics you need to have in order to defeat the prospective opponent.
Activity is paramount in Supremacy.
When you decide to attack is dependent on when you are online.
Human players have to sleep (usually), and when they go to bed, you have an unparalleled chance to destroy them. You shouldn't risk his your health, but you can still rely on this edge in tight matches. A person's troops only react and move when ordered, which makes attacking them when they are offline equivalent to marching troops into their territory unopposed.
This cannot be done with an AI. Computers will respond to any move immediately, and the use of brute force can therefore become a necessity for a successful invasion.
There are more.
The myriad different parts and complexity of Supremacy are what make it fun, and contribute to more differences, but most fall into one of the three categories above. For example, economics (as pertaining to the stock market and diplomacy) can depend on communication.
In a Role Play, it's all about the story.
There are several differences between human and computer players that need to be examined for roleplaying games. Again, communication and war need to be examined, however, activity is less important in RP games (unless all-out war breaks out, etc.).
Communication is key.
Communication is the point of RP. The definition. Obviously, people can communicate, and the AI in Supremacy cannot. Therefore, two options are presented for how to utilize computer nations in a role play game.
Firstly is the more common "silent government" option. In this type of set-up, AI governments are largely ignored, and any player can RP about the goings-on there. This is unfortunately often used as an excuse for war, and thereby non-RP'd annexation. This can lead to problems, but is ok when used correctly and is within the set rules for the roleplay.
Then there is the designated role option. In this case, either one player controls all computer nations' foreign relations, and RP's as them in the Daily European, or the AI nations' external views are RP'd by different players who are assigned them at the beginning or throughout the game. This is a good option, as it gives the AI voices, and can cut the likelihood of annexation. Particularly well-done games using this strategy should assign players to AI that are far away from their own nations.
War is easy.
War with AI is easier than war with players. It is for this reason that in many RP's, computer nations are quickly demonized, and landgrabbed. This may be okay in some RP's, but to keep it classy, a VERY good reason must be had, and the nation should not be wiped completely off of the map. Good communication is key in order to keep the RP and metagame flowing smoothly (check out my tips on communication in my the second McGraw's Guide to RP post.)
In conclusion.
AI and human players should be approached in different ways in both normal games and role plays, so you should remember to adapt to the situation, and react appropriately.
-ThatMcGraw