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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by Theseus
BTW, we finally figured out why there were no AI Armies in stock C3C, and have fixed it in the AU Mod with single-unit Armies. We see them all the time now. |
what was the problem? why wasn't the AI building many armies?
Last edited by Geronimo on 31-01-2005 at 08:33
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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quote: Originally posted by vmxa1
I do not have a shot of an army, but here is a rare one of the AI sending bombardments on the attack. |
Is the evidence of the AI sending bombardments on the attack the appearance of two artillary pieces in the contact list? If so is that posted because the AI almost never even builds bombardment units much less make use their bombardment ability?
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:30
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quote: Originally posted by Geronimo
what was the problem? why wasn't the AI building many armies? |
The AI is hard-coded to not put units in an army if their movement points are lower than the armies'. This made sense in Van/PTW, because it would slow the army down, and it would usually help the AI make better offensive armies, as there are rarely units with more than one HP that aren't the best offensive unit of the time. In C3C, an army automatically gets +1 to its MP, ruling out many units of the time, especially around Cavs, when MGLs start getting formed a lot, as there are no four MP units. Usually most armies that are seen in C3C started with a Swordsmen and later received two Knights.
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TimBentley
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Bourbonnais, IL
Dec 2004 time: 23:30
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Obsolete armies also will be attacked. For example, I think I've read that medieval infantry will attack archer armies.
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:30
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I doubt it. I would need to see it to accept it. I have had AC armies not attacked my modern units and they had scores of them.
I have had an army in every game since the game came out and I have never seen any army at full health attacked FWIW.
Remember I am talking about armies in the field, not in a city. The AI will attack any type of army in a city, once it goes for that city.
I have had several MI armies backed by infantry armies and tank armies in a city, but the AI atacked anyway. Move any out in the open and they will stream by as it they were invisible.
That is the reason SirPleb used the corridor of death. Have a bunch of armies lined up blocking access to a city with only one path open. Now th ai will run its troops down the guantlet taking ZoC shots all the way. Never attacking those armies and they were mostly made up of calvs.
Last edited by vmxa1 on 31-01-2005 at 23:16
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Geronimo
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st cloud USA
Jan 1970 time: 05:30
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does anybody ever bother disbanding armies then? Even when they are grossly obsolete? it seems to me as if even an army of horsemen might be worth keeping given that ZOC free attack ability that was mentioned.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:30
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Ahhhh, unfortunately, just when we ('poly and CFC, I think) had helped Firaxis figure out the problem, developer support evaporated.
No worries... I like the solution we've come up with in the AU Mod. Weeeellll, that's not really entirely true: I tremendously miss the opportunity to upgrade Armies over time. But it's good enough. 
And answering the above question: In stock Civ, no, never disband... upgrade instead, as the hps have tremendous value (i.e., 2xSwords+Rifle+Infantry). In the AU Mod, don't disband, but rather send that Sword Army into glorious death!!!
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aksully
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hey Theseus, Would you explain the AU MOD? What it is/what it does, how it affects gameplay, etc?
Appreciate it!
Sully
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aksully
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Oh my good gracious Modo44! Thanks! I have a lot to read through! It looks very well done. As I breezed through the list of changes I something that sparked a question....
I saw the comments about Feudalism. I usually make a beeline to Republic as I did in a game last night. When it was time for me to select the new gov I selected Republic but wondered about Feudalism. Which I hate to admit I had to look up to remember how it affected game play. Looking it over I couldn't think of a reason where Feudalism would be usefull to play.
My question is, What am I not understanding about this gov? Has anyone used it and if so, what are its advantages to use it versus Republic other than maybe war weariness???
Sully
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Dominae
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joncnunn, could you please edit your post to remove the spoiler info for AU506? Thanks.
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Yosho
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quote: Originally posted by vmxa1
I have not tried Feudalism, but one thing that would be of great concern to me is the MP use.
I have found that being in a form of government that gets some of its happiness from MP's is going to raise the cost of support. You will need 2 or more units in most cities to get relieve. In say Republic, you can send most of those MP's out to protect front line cities or go to war.
I have not run the numbers, but I have used Monarchy and even Despotism all the way in sid games, to see what the effect was and I was always suffering form the need to have extra units for MP duty.
I just do not know if it is a trade that comes out a plus or a minus right now. |
Well, unless it was changed in Conquest, unit support is 1 gold per unit, and each unit you have doing MP duty reduces unhappiness by 1. That's the same cost that the maint. cost of a temple has, and if you have any improvements like marketplaces or libraries in your cities, cheaper then using the lux slider. If you don't have the MP's, you'd probably be spending more money on happiness in some other fashon, right?
Anyway, being in a government that allows MP's dosn't force you to use them if you need the forces elsewhere, but in times of peace, or any time you don't need all your forces at the front line, it gives you an economic bonus for having the troops you would have to have anyway. Granted, it dosn't make up for the economic disadvantage of monarchy compared to republic, but it seems like a fairly big advantage anyway.
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