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kwpulliam1973
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Here's another one -
Governor Checkbox - Where should I assign extra citizens - Entertainment, Tax, Science, Police, Civil Engineer? - Seems simple enough - and lets you manage more effectivly without micromanaging
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Dominae
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quote: Originally posted by dexters
Well, I think the point is to minimize the amount of instances where humans gain uneccessary advantages.
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No artillery/bombardment unit should have Lethal Bombard (apart from, perhaps, the H'wacha).
Let's face it: naval units are more or less useless in Civ3 (for and against the AI). I always laugh when I see 1000+ Shields of boats show up on my coast, trying desperately to mess up my plans by blowing a few Railraods apart or, with C3C, knocking a few HPs off my defenders (which are usually non-existent pre-Amphibious). I also laugh when I know I can safely get a Transport to anywhere I want to with little or no escort, because it's too Shield-intensive to patrol every around every port (perhaps it's not: the AI could be taught to park a boat outside of every coastal city...but wow would that be predictable and exploitative!).
I'm at a loss of simple ideas that make the AI use of naval units more strategic and challenging.
The high seas are a more interesting place in PBEM games (perhaps MP games, too, I'm not sure). Yay!
Dominae
Last edited by Dominae on 14-11-2003 at 21:29
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DrSpike
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Enthusiastic member of Apolyton
Sep 2001 time: 05:32
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A lot of that rings true Dominae. I think historically (Civ history, not real history ) the problem has been one of the AI not appreciating naval power.
In Civ3, like with so many things the Civ AI has had trouble with in the past, the developers just nerfed the power of the navy. However then the problem becomes not the AI having too small a navy in relation to the human, but too large. One solution is to discourage the AI from building a navy, but, of course, at the expense of admitting naval power plays no real part in the game.
At the other end of the spectrum with more powerful naval units you have to make the AI good enough so that it wont just be another way for the human to gain a significant advantage. This, of course, is hard, as Dominae explained.
To the credit of developers they are trying to move away from the Civ3 vanilla 'easy but shallow' solution of simplifying the game to the point where the AI is not as disadvantaged as in earlier games. They have been doing so progressively since 1.07 vanilla. I hope they keep trying. 
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:32
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OK, the purpose of this thread was to provide easy and commonly accepted fixes for the next patch. Let's see if we can find such a fix regarding bombardment units:
GROUND UNITS
Complaint: The new targeting priorities make large stacks of artillery, which the AI doesn't use, too powerful.
Potential solution #1: Return to the old system, where units, improvements, and population have a chance to get damaged. Besides addressing the main complaint (powerful artillery), advantages of this solution are a stonger AI, a more realistic effect, and a more balance. Disadvantages are that bombardment in the ancient age returns to being ineffective.
Potential solution #2: Keep the current system, but weaken the strength of artillery. Reduce the ROF of artillery to 1, or give an improvement bombard defense (like walls) so that it protects units from bombardment. This solution addresses the main complaint, without affecting other parts of the game.
Potential solution #3: Do nothing. It's fine as it is.
NAVAL UNITS
Complaint: The new targeting priorities, along with the AI's new tendency to bombard cities instead of tile improvements without following up with an invasion, make the AI navy less of a threat. Coastal Fortresses become even less useful, as they are easily destroyed and they are no longer needed to protect other city improvements.
Potential solution #1: Return to the old system, where units, improvements, and population have a chance to get damaged. This addresses both of the above complaints, but it makes naval invasions more difficult, which is probably not a desired effect for some of the official conquests.
Potential solution #2: Give naval units lethal land bombardment, and drastically increase the bombard defense of coastal fortesses. This addresses both of the above complaints, but it might make naval invasions too difficult for the defender to counter, especially the AI.
Potential solution #3: Make the AI do raids on tile improvements as before, and drastically increase the bombard defense of coastal fortesses. This also addresses both of the above complaints, but it is probably not a desired solution for the AI of some of the official conquests.
Potential solution #4: Make the AI bombard cities only if it also has land or amphibious units to attack the city in the same turn. Otherwise do raids on tile improvements as before. This also addresses both of the above complaints, but it might not be easy to implement.
AIR UNITS
Complaint: Lethal bombardment makes airpower too powerful. It's also unrealistic.
This is not (yet) a common complaint (sorry MZ ). Any time you have the ability to destroy the bombarding unit (with the new AA capabilities), lethal bombardment becomes less of a factor. It becomes more like ground combat where both units have a chance to get destroyed, and I think that's fine. Realism should take a back seat to gameplay in a game like civ.
Did I miss anything? Can we settle on one of the above solutions for each type of bombardment, for the purposes of this thread? Any other solutions?
Last edited by alexman on 15-11-2003 at 00:01
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kwpulliam1973
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Alexman -
Ground Units Bombardment - I would vote for Solution 2 as the referred simple solution but there is a problem with this solution, walls can't be built in cities above size 6, so this requires even more changes. - therefore I support do nothing (For Now) - It does need to be addressed in some manner.
Naval Bombardment - I perfer Option 4, but again, this may be too difficult to impliment simply.
Air Units - What Air units... I haven't seen an AI air unit yet, so No opinion.
Some Further simple suggestions -
On the Victory Status Screen - Have it display the difficulty settings. - The screen already exists. The data must be in the save file somewhere. I can't count the number of times I've started a game, and finished it 3 weeks later. In the interim I forget... what did I set the difficulty on. ( I float in the midrange difficulties depending on the challange I want and the map choices I made)
[Edit] - I also realize it shows when you load a game what difficulty you chose, but first you're assuming that I reload the game, and second we have a second difficulty slider now for AI agressiveness. This info should also be displayed
Secondly - The AI is bombing tile improvements - however, someone may want to tweak it ever so slightly....
See attached Picture - THere was a luxury in range, but the Dutch decided to bombard the tile with a worker on it (And no hitpoints) - They ended up damaging the marshland and destroying the road... Big Whoop. Either the AI was trying to hurt the worker, or it thought marsh was prime real-estate needing to be removed from use.
Thanks again for sompiling all this and getting an organized response.. organized.
Kevin P.
Attachment: bombardment choice.jpg
This has been downloaded 156 time(s).
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Grazzit
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I want to see Auto recon added. We used airplanes to scout the ocean not 4,000,000 ships. With an added auto recon air missions, more planes would be built and used, so the antiair units and fighters would be needed more.
Or make a new unit "PBY-16" and make it have no atk but have a range of 50. Allow it to have repeated recon missions with waypoints. Its upgrade would be F-111 and then SR-72. 8D
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