Been playing the latest version and while I've been enjoying it I'm now starting to follow the same proven strategy (which I'll detail below).
One of the big issues with Elemental 1.0+ has been the 'Runaway Train' syndrome where once you get a small lead you can quickly gain momentum with it and become unstoppable. The challenge for Stardock is in how they cater for this. I've also added a few suggestions at the end of this post. Rather than tweaking the AI to make use of what is currently in the game I think that the mechanics may need some changes first.
So, my 'Runaway Train' strategy basically is...
EARLY GAME:
1. Explore only within two or three seasons distance of your home city (to protect it) but try to pick up any and all champions that come your way.Gain experience by killing off the wandering monsters nearby. Don't take quests that will take you too far away.
2. Don't spend too much yet developing your city but make sure you have some tech production, workshop (or two) and enough huts to get it to level 3. Don't build peasant troops. Build another town or two but make sure your sovereign stack can protect them. As they level up get guardians.
3. Research Warfare first and get Equipment asap. Afterwards switch to Magic and get the Shards.
4. When you have Equipment design a new unit with an oak spear and padded cuirass. This will provide 10 attack and 3 defence. Enough to beat all but developed sovereigns and champions. Start spamming these units from your towns. Build more workshops etc if you are running out of materials as you build them.
5. Study the following spells: a. Familiar. b. Heal. c. Level 2. d. Arcane Arrow (or whatever it is called).
6. When ready to go on the attack, imbue a champion (or two if you have mana to burn). Cast Familiars, and create a 12 unit stack consisting at least 6 soldiers, your familiars, and the rest made up of your champions (bring as many along as possible to have them level up).
7. The strategy is to use your spearmen as a meat shield. Initially your casters blast away at the high-armour/high-damage units with Arcane Arrows. Then as your spearmen/familiars and champions take damage heal them up. If you lose ANY units you're not doing it right.
8. Repeat and repeat. You should be able to roll up all the close factions and get benefit from their developed capitols.
9. In the meantime research Weaponry and upgrade the oak spear to a war staff.
MID GAME:
10. Try to get an Earth Shard or two. Keep on studying until you can get the Earth Giants. Now imbue a few more champions and have them summon these giants.
11. A handful of giants can use their rock slide command to obliterate armies before the opposing army can even get close - usually in the first round.
12. And just keep the juggernaut rolling along. The more you take - the stronger you get - the more unstoppable you become.
So obviously, game-wise, this is not an ideal situation because it just becomes a process game rather than a strategy game. And once you take the first enemy city the game is basically over.
The issues are:
A. Weapon Balance
The weapons are not currently balanced (although much better than they were) and items such as oak spears and war staffs are over-powered. These need nerfing. Weapons and armour need to give more subtle bonuses because even though my 10/3 spearmen are going up against 6/2 soldiers, the battles are not even close - yet they should be.
B. Spamming Soldiers
There is no cost of having spammed soldiers. Most strategy games start to penalise you once you build beyond a certain limit to keep spamming in check. Elemental needs this sort of limit.
Limits, as an example, could be based on city sizes times 2 divided by .25 the number of cities - otherwise they cost heaps more to build and maintain. So if you have 5 cities with a combined size of 14 your recruiitable limit would be ((14 * 2) / (5 * .25)) = 22 units. If another player has only 2 cities with a combined size of 7 they could maintain ((7 * 2) / (2 * .25)) = 28 units. This is poorly thought out but you see where I'm heading.
Or if you spam soldiers early in the game it impacts your ability to build later in the game. Anyhow, this needs some sort of addressing. It may be as simple as tweaking the current population mechanic.
C. Earth Giant Spells
Way way overpowered. They should either do much less damage or only be able to target a single enemy unit. By the time you get these you no longer need traditional troops.
D. Enemy Spell Casters
They seem reluctant to cast damage spells. They tend to just cast 'Pull of Earth' over and over against the same unit.