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The pirate
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WRT 'never build'
find it a little depressing an answer results in a position in which humans have a tactic (land bombardment) that the AI does not - makes our land campaigns such much stronger.
This does not mean it is not the best, if the AI wastes the resources, just depressing
Could we not remove artillery altogether?
'but how will I conduct military campaigns?'
the hard way, same as the AI!
Last edited by The pirate on 17-03-2004 at 17:56
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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quote: Originally posted by alexman
I like this solution as well. It would weaken Artillery without upsetting the balance between ground bombard units. In fact, we can go as low as bombard strength of 8, and Artillery still will be no less cost-effective than Cannons. |
Not quite accurate. Suppose two enemy units are down to two hit points each from earlier bombardment. Two cannons could, with enough luck, take one hit point off each unit, while the best an artillery unit could do is remove one hit point from one unit (since the last hit point is immune to artillery attack). The fact that artillery's second rate of fire is sometimes (indeed, fairly often) wasted would make cannons able to do more damage per shield as long as artillery's greater range is not an issue.
Granted, artillery would still generally be the better units because of their greater range and because the upkeep cost (in governments and situations where that is relevant) would be lower. But I think a bombard strength of 10 provides a better balance to leave players feeling like the newer, more modern unit is clearly better. A strength of 10 is also more in line with the strength of bombers, unless we would decide to reduce that too.
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pvzh
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Canada
Aug 2002 time: 01:32
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1. Catapults. Building catapults at price 30 at time warrior build-up is too expensive: it is 3 (!) warriors that could become swordsmen or UU. Even if I do not have money to upgrade all warriors at once, it is still a better deal. I build catapults only if I am in GA (too much production anyways), I have some cities were I cannot get anyting more meaningful for some reason, or disconnecting iron is too much pain. If under stock rulles I had to think should I build them along with warriors or not, under AU mod it si no question: obviously not. In this regard it is reduction of options for player.
2. Trebuchers. The question of cost effectiveness of trebuchers vs. catapults is mute because you cannot build catapults anymore after Engeneering. You would upgrade your catapults too because it is a gain anyway.
The only pro side to high cost is that it is human-only starategy, so some hinderance to it is acceptable.
Last edited by pvzh on 17-03-2004 at 21:48
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:32
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quote: Originally posted by alexman
pvzh, we have been through the arguments against expensive Catapults before in this thread (page 2), and Nathan is one person who would agree with you. |
Actually, I don't think I ever went so far as to argue that at cost 30, catapults would clearly not be worth building. I just wasn't convinced that such a radical cost increase was needed, and in a conservative mod, I didn't feel like such a major change was warranted in the absence of stronger evidence than had been presented. Since I'd had no experience with stacks of cats in C3C myself at the time, I had to rely on evidence presented by those trying to convince me that the change was needed, and the evidence presented didn't impress me enough for me to view such a radical solution as justified at the time. (I do think "radical" is an appropriate term for increasing a unit's cost by fifty percent.)
After my experience with catapults and trebuchets in AU 501, plus some experience using them under the standard rules in at least one or two games since, I definitely view cats at cost 20 as too powerful. Whether costs of 25 and 30 or 30 and 35 for catapults and trebuchets, respectively, would be better depends on whether one views conservatism or helping the AIs as a more important goal, but I no longer have any real objections to 30 and 35. Even at the higher cost, I was able to get good use out of them, and I will almost certainly make cats and trebuchets a standard part of whatever major slow-mover offensives I engage in during their eras from now on. That's especially true fighting under Republic, since avoiding losses helps with war weariness.
Nathan
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ducki
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quote: alexman quipped in the 502 teaser thread
In C3C the AI doesn't bombard with ground units, even when you end your turn adjacent to his city where he has them. |
I did text search(Ctrl+F, not forum search) on both pages of this thread and didn't find a referece to what may be a reaaaaaaly simple way to make AI bombard units at least somewhat useful to the AI.
Give them Zone of Control. IIRC, this means that any enemy passing by becomes the target of a "pot shot", right?
So, the AI has bombard units in the town, you move your units up to attack and suddenly, half your units have lost a hitpoint or two.
We can give ZoC to bombard units in the editor, can't we?
Anyway, it seemed a reasonable way to "force" the AI to "use" the units, though I don't know if it's better or worse than simply preventing the AI from building the unit at all. And I don't think it would give the human any monstrous advantage that he/she doesn't already have with bombardment. This at least would let the AI take potshots at the human without using up actual attacker turns.
How about it? ZoC for land bombard units?
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Madine
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The way ZOC worked in Civ 2 and the CtP games, (as well as SMAC I believe) was the following:
Suppose I have a unit that is adjacent to a non-friendly unit. My unit cannot move to a different tile that is also adjacent to a non-friendly unit.
However, I am allowed to ignore ZOC whenever I am moving to a square that contains one of my units or cities.
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