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The Kaiser
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Stoke-on-Trent, England
Dec 1999 time: 05:31
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I agree mostly with what player1 says. When an army approachs an enemy city they would target the areas where troops are. This is where the first calculation must be. Destruction of buildings must be a secondary consideration.
If they have line of sight, Artillery is more accurate than WW2 era bombing so that adjustment sounds correct.
Maybe if the AI can't be taught to use Artillery the only option is to perhaps make it more expensive or lower the attack rating a little.
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dexters
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Vancouver, Canada
Nov 2001 time: 05:31
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A question.
How in particular is the AI more disadvantaged now than it was previously? The old method always allowed for rather frequent hits on structures. Knocking out marketplaces, libraries and barracks.
If the enemy has a stack of 8 units in the city, you need at least twice as many artys just to get all eight units down to manageable HP, and because city pop are rarely (never?) reduced before hp goes to 1, a size 12 city is going to be an even tougher nut to crack.
I think we need to move away from the "we can wheel in 60 artys" talk, because quite frankly, if you have 30, 40, 50, or 60 artys lying around, you've already won.
There will be games, where it will be a tough go. Maybe no iron. Or a poor start. And I say this having felt that resource allocaiton appear to have been tweaked in C3C to make getting domestic sources of key resources harder, at least on pangea.
I am currently finishing up a hopeless island start. No iron. No coal. I decided to send a bunch of troops over the Greeks. 3 cities, and they have iron and coal. Easy pickings for my cavalries? Well, for one, I didn't know a 3 city civ could afford to garrison so many riflemen units in their cities. This was in Monarch only too. And that's another aspect of the game that's also been improved. AI money management.
In anycase, it was tough going. I moved in artys to speed up the process. I had 3 artys and 3 frigates bombing away for turns on ony city, hoping for a lucky barracks hit and then I'll just whittle down their forces and move in. After about five turns. I kinda figured out it was only hitting troops and after each turn, they healed. Even with a good 15 cavalry force, it wasn't enough to take down their size 8 city on a hill.
My point really though is, if you have a lot of artys, no amount of tweaking is going to matter. I feel having the bombard hit troops first actually gives AI advantages since cities won't go into disorder by losing a marketplace and if they have barracks and a stack of tough defenders, you WILL NEED, that big stack of artys to make a dent. That's a luxury not all of can afford in all games.
Last edited by dexters on 11-11-2003 at 00:12
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Catt
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California - SF Bay Area
May 2002 time: 21:31
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First off, as I said in the poll thread related to this issue, I don't think it's a really big issue. In SP, we as humans can limit our own use of offensive artillery if we're disturbed by the change; I'll let someone else comment on MP since I don't play it.
quote: Originally posted by alexman
More effective bombard units means more military options, which is fun. I do agree that the AI is at a disadvantage with this change, but the AI is terrible in all military tactics, so what's new? |
I do agree it provides more options, but if the option being added further extends an already-present human advantage, doesn't that weaken the overall game experience (if use is not voluntarily limited)?
quote: Originally posted by dexters
How in particular is the AI more disadvantaged now than it was previously? The old method always allowed for rather frequent hits on structures. Knocking out marketplaces, libraries and barracks.
If the enemy has a stack of 8 units in the city, you need at least twice as many artys just to get all eight units down to manageable HP, and because city pop are rarely (never?) reduced before hp goes to 1, a size 12 city is going to be an even tougher nut to crack. |
The AI is more disadvantaged now because it still doesn't use artillery offensively (other than a few artys being brought into the field of battle to lob shots at units). On the other hand, the human player can choose to use offensive arty in two ways now, versus one way in prior versions. The common prior use of arty, and an option still available to the player, is to reduce a city to rubble -- 1 pop point, no improvements, and red-lined defenders, before taking it and either razing or holding with no need for resistence / culture flip suppressors. The new option available to the player is to take large cities with numerous expensive improvements intact. With a strong culture, or a relatively fast-moving series of arty stacks (age of railroads) a human player can take large production centers and either conclude the war quickly by wiping out the civ in question or taking what is wanted and risking flips depending on the odds. The interplay of (1) need for much smaller arty stacks to redline all defenders; (2) value of city improvements if flipping concern can be addressed (through elimination or otherwise); (3) the change to MGLs (no GW rushing, so no need to hold an MGL for ToE or Hoover if the attack is an Industrial Age assault); and (4) and the benefit of palace moving in the industrial age when an old core is fully-developed -- something humans will do but AIs will not, and somehting powerful that MGLs can still do -- the change to city bombardment significantly strenghthens the human hand against the AI in SP games if the human chooses to take advantage of the unit and gameplay properties.
If the goal is efficiency and the game lasts to Replaceable Parts, multiple arty stacks under infantry protectors, with some cav attackers for the redlined defenders, would seem to make the early Industrial Age a prime warmonger phase. Heck, even the late Industrial Age without tanks would be an invitation to conquest.
quote:
I think we need to move away from the "we can wheel in 60 artys" talk, because quite frankly, if you have 30, 40, 50, or 60 artys lying around, you've already won.
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I don't think that's the case. Sure, in some instances, the game is won. But in many others an offensive arty stack is a method to take down a much more powerful and advanced civ. A smallish, even backward, civ that can devote 10 - 15 turns of production from the core to produce artillery units, can build a crushing offensive force against the AI, even if outpowered and out-teched. With the change in C3C, the power is enhanced -- again because the player can still take the same actions as he/she could in PTW, but also because new options are opened that strengthen the player's hand.
Catt 
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dexters
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Vancouver, Canada
Nov 2001 time: 05:31
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Catt, good points. I didn't really consider the effect of capturing cities with several existing major improvements.
I was thinking more along the lines that if bombard can't hit barracks and rarely (never?) hit pop points, even redlined defenders in a size 12 city can still put up enough of a fight to either exhaust the attacking stack's offensive units whereupon in the next turn, the defenders are again fully healed. It's certainly quite common to have a 1 hp infantry take out a fully healed tank when you consider all the various defensive bonuses.
There are certainly exceptions and it depends on the mix of defenders they have vs. the mix of attacking units you have. Rifles vs. Cavalry? Infantry vs. Cavalry? Infantry vs. Tanks? Rifles vs. Tanks? But then again, there's always been these windows before and this hasn't changed.
You make a good point about keeping city improvements intact, and how this may benefit human players, but I think this can be fixed by just making cities lose more improvements. Maybe it's just me but it seems like the thrust of the change was to make the old exploit of bombing cities to the ground and attacking at size 1 into a strategy that isn't viable anymore. The new strategy requires the human players to both have enough units to redline defending units and enough units to take out every defender in the city to capture it that same turn.
The attrition game can still be played. Naturally, if you can take out 1 or 2 units each turn, the hope is that those defenders aren't replaced while you replace your lost offensive units. But it's no longer viable to send a stack of artys to a hill, bomb the h out of a city for several turns, blowing up barracks and marketplaces, and then move in with a relatively small force to finish the job.
Last edited by dexters on 11-11-2003 at 13:07
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