Twilight Struggle, the board game that puts you in the role of the USA or the USSR during the Cold War has been, by far, my favorite 2 player game. I don’t think I need to reiterate why the intensity levels of knife fighting the game offers keep me engaged, because every decision becomes important when it has the opportunity to snowball and when the act itself. opportunism reigns over the day.
I liked it so much that I supported the Kickstarter for the digital edition. Although I prefer to play live games, I would be happy to try the online version. Plus, since Twilight Struggle on Steam also lets you play solo against the computer’s AI.
Now, this article won’t do a deep review of the Steam version of Twilight Struggle. But to give a quick rundown, the online version is good if you’re looking for human opponents and bad if you’re looking to play AI-only because it makes some weirdly weird moves that don’t seem to give it away. an advantage. While I went to do some board game livestreams, I thought Twilight Struggle would be a good opportunity to explain what I do and why. See below for my very first part!
Here are my 3 thoughts on how AI performed in Twilight Struggle:
The computer is good enough to configure the realignments: While the computer is pretty bad at playing cards or setting up the board, it’s good enough at determining realignments. I was amazed at how annoying the computer turned out to be in South America, when it used a successful coup in Uruguay to push me out of Argentina. Trying to maintain my levels of control in South America forced me to invest a lot of resources in that region, resources that I sometimes did not have and forced me to make unfortunate compromises.
The computer is bad at defending its regions: One area where the computer had an advantage was Africa, but it failed to defend it. When I used the South African unrest to really gain a foothold in the southern African territories, the resistance put up by the AI was ineffective and I ultimately managed to make Africa almost irrelevant. during the final settlement phase.
The AI did not see the value of NORAD: Now maybe I’m a little biased, but I really, really love NORAD. This is a card which, if you control Canada, allows you to ping any territory you have influence over when DEFCON goes down to 2. Which happens quite often since the USSR has all the motivations of the. world to coup early and often. The implications of NORAD’s capability mean that it can often transform deeply Soviet territories into neutral ones in a very efficient manner. Normally, putting 1 influence in a country controlled by the USSR requires 2 ops, but it gives you it for free !. Besides giving the USSR a headache, you can use NORAD in conjunction with maps like ABM Treaty to do a double dose of NORAD. A really strong card which in this game has been seriously underused.