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player1
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Belgrade, YU
Sep 2001 time: 06:33
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Everybody says that AI should use bombard units better.
That's true, but nobody really knows exact way how to do it.
So, I decided to try to make hypothetical artillery algorithm.
(if someone from Firaxis reads this, this could be a guideline how to make a real algorithm)
When to build them?
There should be two modes:
-artillery low mode (same as Civ3 now)
-artillery heavy mode
Artillery heavy mode should be initiated:
-when best defending unit of neighbor civ has higher defense then your best attacking unit with movement of 2 or more
-when best defending unit of neighbor civ has same or higher defense then your best attacking unit with movement of 1
This will mean making more bombard units when you have just Cavalry against Infantry (but not Riflemen), or Swordsmen against Greek Hoplites (but not Mounted Warriors vs Hoplites).
Now I'm not sure what build ratio should be for artillery heavy mode.
Goal acquisition:
-Artillery should be used offensively against stacks of units or cities.
-In order to choose city for bombardment, you need to have as many bombard units as enemy has units in defending stack, but never less then 3.
-Bombard units should be accompanied with as many defensive units equal to half number of artillery units (rounded up), but never less then 2 (this is pretty conservative, but we don't want human player to "harvest" enemy bombard units for free).
-Stack should retreat (go to nearest city), if number of defenders gets lower then one quarter or number of artilleries or 1.
-If stack has fewer defenders then normal but still not enough to retreat, reinforce it with more defenders.
-When choosing cities, put higher priority on those near the borders and lower priority on those away of borders (using bombard stack deep intro enemy territory is suicide).
-Target unit stack on open only if they are on your border or one tile in enemy border.
-When attacking enemy unit stacks on open there lower limit on number of artilleries still applies (as many as enemy units), but not if artillery is in city and can bombard a target without moving (then fire with whatever you have).
When having not enough artillery to have a valid target, use them in defense mode:
-put them in city near the border, but only if there is enough defenders (half number of arties or at least 2)
-If no one city has as many defense units then put them in two or more cities.
-If your artillery stack is captured, put high attack priority on enemy group with them for recapture.
Well, that all that I could think of at this moment.
If the engine in which Civ3 is made, has functions similar to those I used in descriptions, then this should be possible to program.
Any ideas how to improve it?
P.S.
Possible problem: Harvesting AI's bombard units.
That's why I gave high number of defenders to any AI stack of units. Still, it would maybe be better to slightly change game rules, so only half of artilleries gets captured and rest destroyed. Just to help AI a little.
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Vince278
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Ironically, the first modern computer was designed to do artillery algorithms.
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Antrine
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I had not thought of just like that, however that would fair, for unguarded arty whether ing a stack of 1, 2 or 3 would still be smartly overrun. So I quess a defence of 1 for a stack up to 3. And they stack automatically once collected unless you tag it to remain alone. Basically arty does not move around well alone and unprotected on any battlefield. Which again brings up stacking and combined arms without a Leader.
In my mods I have found one niffty application of the idea of escorts and armed transportation. I modded the 'Knight' to 'Noble Guard' and altered how/where it appears in game and gave it a load factor of one unit. I also extended it's movement (to 3) to reflect this philosophy of armed or escorted transportation. Extra horses and fast wagons if you like. Anyway it works beautifully, you load up a settler, worker, or a slow moving archer or arty to one 'Noble Guard'. It carries it along, if attacked and destroyed the carried unit is there exposed to combat etc. Also at the end of the 'Noble Guard's' movement the 'loaded unit' can be manually activated (awakened) and then move and attack or spawn a city from that position as a fresh unit for it was carried thus to front or whatever. Handy for emulating combined arms for when you attack with a loaded arty or archer they may get their turn and with act preemtively if first attacked.
The more I play test it out, the more I like it. Although of course the AI knows not of this. Thus bearing out the limits that modding exposes. We can modify but without access to AI behaviour routines, how do we get the AI to use new advantages and the tactics that are spawned thereof?
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Antrine
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In playing these ideas out maybe even a little better so as to preserve somewhat the 'enslaving or spoils of war' idea.
Is to say 'get the tech' behind the unit you overrun say the third time. So if you overrun and destroy something you do not have the tech for, some 'spoils in the form of reverse engineering' could be a nice touch. Instead of just a few mere units, for indeed one of the major risks in losing control of battlefield equipment is just that, 'reverse engineering' or at least new ideas for to defeat the item.
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