Hi!
Im doing a modern version of total war-esque strategy game: you control cities and produce military units that form armies. Armies move on the map and fight other armies they encounter in a separate view (a tactical map covering the local terrain).
My problem is how to figure out how to make the ai factions produce a good mix of units to put up a challange for the player. There is many unit types and they hard counter other unit types:
Tanks, vehicles, infantry, choppers, aircrafts
Anti-air, anti-tank, anti-vehicle and more balanced unit damage profiles.
One idea is to just let the ai build "balanced armies". Some inf, some air, some tanks etc. But this makes it a good tactic for the player to make "all in" armies. For example en entire army of tanks. Yes they will be weak to the few anti-tank units the enemy has, but once these are disposed of, the enemy army is very vulnerable. Not to mension an "all aircraft army" (many units can hardly damage aircrafts at all).
To counter this, I was thinking to allow the ai to "shift" some units if the player army they encounter is very geared towards something like "all air". This would mean replacing some units for some other units of similar value (shift some tanks to anti-air vehicles or fighter planes). How much of this would a player accept before feeling the game "cheats"? Or do you have another good idea to solve it.
Thanks!