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Leonidas
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Hi Dale:
I started another game to playtest the Mod more fully.
This time I played: huge map; 5 civs; hard; ocean; islands. Now on turn 179.
My main comments will be for the naval portion of the game.
Observations:
1) When the AI is on an island, it will develop cities along the coast and it will send transports loaded with troops to attack me. However, the transports are always alone and are never grouped with a warship.
2) The AI will build warships, but even though battleships are available, it will always build cruisers (and I think I know why). Again, the cruisers always attack one at a time. It would be great if they could be grouped together like armies to form fleets before they attack.
3) This is why I think the AI only builds cruisers: when a cruiser is matched with a battleship, the cruiser will usually win 3 times out of five, or more. I lost 4 battleships in a row to cruisers.
I think in CTP2, the cruisers are too powerful. The cruisers have the same armour rating (3) and the same damage rating (4) as battleships. And cruisers are only ten points behind a battleship in Attack, Defense, and Ranged Damage indicators, which again, I think may be too high.
If everything else remains the same, then at least the armour and damage ratings should be adjusted to reflect the battleship's heavier metal plating and gun sizes.
4) This is a suggestion on how to improve the naval battle portion of the game (this is a product of the game itself, and not your Mod, Dale):
When two fleets meet, the ships fight one-on-one. I'm wondering if it would be possible to have the ships fight the same way armies now fight: with battleships in front; cruisers behind them with ranged attack like artillery; and the destroyers providing flank attacks. Would this be possible?
This would provide incentive to have a balanced fleet. Hopefuly, the AI can be "trained" to put together proper fleets as it has been made to do with armies.
I think the above would greatly strengthen the naval portion of CTP2 generally, and your Mod in particular. If these areas can be worked on, then this knowledge on the naval portion of the game could be used in other Mods as well as for a scenario about the Pacific War.
I love playing on island maps. So I'm hoping something can be done to improve this portion of the game.
One small correction:
In the build list propaganda is spelled "propeganda".
Fantastic Mod, Dale. It just keeps getting better. The above suggestions are just ways of adding to the gameplay 
Keep up the great work. I'm having a blast playing this Mod. . .
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Dale
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Sir! Why do you keep clicking on me?
Dec 2000 time: 15:18
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Okay, I knew something might need to be changed in the cruisers and battlecruisers. Remember, I did move them forward from Naval Warfare (just forgot to tone them down) . I'll fix that one up. 
The order:
- Battleships
- Cruisers
- Destroyers
This was deliberate BTW. Battleships were around before 1900. Britain had the largest fleet of battleships in the world in 1898. As for cruisers, I decided to put them to Assembly Lines because before procedural/automated manufactoring, not many cruisers were produced. There were a few floating around (pun intended ) but the battleship was still the main ship till just after WWI. In WWI the British learned that battleships were too vulnerable to the Turkish battleship (faster and smaller than the British/French/USA version). That's when cruisers came into their own as a production ship. By WWII, there were heaps of cruisers floating around Europe/USA. By placing the destroyer where I have, it is the natural opposite to the U-boat/submarine combo. Destroyers were too small to challange battleships one-on-one, but after sonars/radars/radios, destroyers came into the fore as a brilliant defender of convoys.
This explains my reasoning for the ship placement. Yes, I know there were some of these ships before the time I placed them, but they came into their own at these points as a ship worth building. Hope this clears that up. 
On the AI naval ability, I'll be looking into this in more detail later. I'm throwing some ideas around my head. The AI builds cruisers over battleships not from strength, but because I forgot to move cruiser within it's build lists. So preference is given to cruisers over battleships. This will change.
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centrifuge
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Hi Dale,
Just wanted to give you my 2 cents. I'm on my second game with the mod and again, you did a great job. My first game I played on medium difficulty with 8 civs and a standard sized map. I did the complete warmonger thing, and really didn't have much difficulty in taking the world. I'm now playing deity/impossible level and am in a fight for my very survival. One thing that I've noticed so far is that you can not be at peace in this mod. The AI will attack you without any warning. This is great just because it forces us to stay on our toes, but it also has it's drawbacks. In the time of WW1 and WW2 a great many alliances were formed. The AI in general is almost pointless to talk to IMO, because you can give it the world in gifts for 20 turns straight, and it will continue to dislike you and attack you just for fun on the 21st. I found this out the hard way when I was sandwiched between England and Scotland. England had attacked me, and all of my resources were being consumed with holding them off, so I started bribing Scotland, but to no avail. They attacked me!! So I had the evil bast$rds coming at me from both sides!! I was able to spread my self out well enough to hold them off, and Now they are both only shells of there former might
This brings me to something else that I've noticed, The AI does a great job of stacking units and coming after the human, But in doing so I've noticed that they often leave their cities unprotected, with out a single unit in the garrison. I'm not saying that is a bad thing mind you, because it comes as a much needed breather at times
Last edited by centrifuge on 20-04-2002 at 01:58
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