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Dominae
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ducki, the AI uses slave Workers. The fact is that the AI is better at terraforming that at bombarding. Yes, the human player puts slave Workers to better use, but then what do we not do better than the AI (forget the AI's bonuses for high difficulties)?
I do not think it is possible to give bombard units a nationality, because they cost no pop to produce. Again, this would not help because the real problem is that the AI does not use bombard well. The fact that the human player can capture bombard units only makes this more apparent.
Dominae
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Dominae
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quote: Originally posted by alexman
OK, no lethal land bombard for Hwach'a. Although I'm not convinced that it would be more overpowering than, say, the Ottoman UU.
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We can try it, but for the human player it means no offensive casualties while the Hwach'a is available (and beyond; I would use lethal bombard Hwach'a with Artillery during the Infantry age to accomplish the same thing). The AI will never benefit from this change.
Why lethal sea bombard? I thought we were discussing the Korean UU.
quote:
In any case, let's change the upgrade path so that cannons can be captured by the Koreans. |
Yes.
Dominae
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ducki
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quote: Originally posted by Catt
I've just never seen the AI use land-based bombardment units (particularly in the age of RR) effectively.
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I've never even seen the AI build an effective land-based bombardment force...
...which may be why I don't see them as a Captured Unit Problem.
If I were able to capture 20 cannon/arty in one go, I'd probably flip my lid.
Edited to contribute: Is there a way to convince the AI to build (much much) more Cannon/Arty without giving the human an undue advantage? Maybe the poor usage is due to low numbers?
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ducki
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Actually, Jaybe, that's a stellar idea.
I think I've got a save from au203 wh...
no, damn, 203 won't work.
I'll find something and experiment to see if the AI will use a "real" artillery stack.
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Dominae
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I refuse to build Artillery specifically for use by the AI. I know where this is going, too: "Let's give each AI civ a stack of 10 Catapults to start out the game with!". Bleh.
Dominae
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ducki
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No, that's not where I am going with this.
If anyone can save me the time, what does the AI do when it suddenly finds itself in possession of a stack of bombard units?
I'm genuinely curious, but mostly to see if there's a way to get the AI to either use them in a way that actually does good, or spend the shields on something that it will use semi-effectively.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:24
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I was Alexander, you see, and next door was Hannibal the Cannibal. He was stronger, and I hadn't the room or the force to successfully wage war against him. My wars became defensive, and I was falling behind in tech. I had repl. parts and rubber while Hannibal was just getting tanks....
I fought off his tanks with artillery, infantry, cavalry & guerillas losing only 1/5 my cities, but when he started escorting his tanks with mech, it got bad. I played to the end....
(end of babbling)
I had 2-3 instances where my cities with artillery were lost. Hannibal would take these pieces home, and then a few turns later they would reappear in an offensive stack, 2-4 arty grouped together. They would be used against both improvements and target cities. I do NOT remember if they were used against enemy units outside of cities (I may not have had much of those by that time).
[EDIT] My speculation is that AI arty stays in the city it was built in. Unfortunately they do not bombard even when enemy units are within range. All others (i.e., captured) are free to rumble.
Last edited by Jaybe on 24-01-2003 at 11:49
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Fosse
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U.S.A.
Mar 2002 time: 23:24
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Speaking of giving incentive to have non-religous civs switch to Democracy running a Republic...
What if Republic also had the same high war-weariness of Democracy? This would make Republic less appealing when compared to Democracy than it is now, and make the ancient era choice between Republic and Monarchy more strategically viable.
If we agree that the longer amounts of time that wars in the ancient and middle ages represent (500 years to something like 20... don't have the numbers in front of me) then Republic still allows for much longer wars (in years) than Democracy, so the spirit of the two isn't really altered.
However, currently the low weariness of Republic allows for it to be moot. I've been at war in my current AU game in a Republic against two civs for maybe a hundred turns or so, and I've had ONE citizen become unhappy because of it.
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Dominae
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ZOC Guerillas would be cool.
Dominae
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BRC
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I like the idea of ZOC.
I think that Communism needs to keep its poprushing, to retain the flavor. Wasn't there a problem with using a specific building?? Can we make one that will be operational only in Communism??
*praying for a communal corruption slider in next patch*
(I know it will never happen, though.)
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Fosse
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U.S.A.
Mar 2002 time: 23:24
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ZOC for guerillas would be a nice touch, making them something to really deal with when you encounter outside of cities, instead of march past.
I'm all in favor of gold rushing for communism. Part of the reason AIs can't use communism is that they'll kill off their own size 20 city by rushing infantry units and face massive unhappiness.
Communism still can't rush like a democracy does, because they won't have the same income, so it isn't unbalancing in that respect.
This is one case where preserving the flavor is really hurting this government, the switch should be made.
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Dominae
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Hidden nationality ground troops would break the game: just imagine blocking an enemy's troop movement with your "neutral" guerillas and you'll see my point.
Dominae
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alexman
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Hunt Valley, MD
Jan 1970 time: 00:24
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OK, since AU 204 is getting close, it's time for a new release of the mod.
Based on earlier discussions, I will make Koreans be able to capture cannons, and I will add ZOC to guerillas.
In addition, I would like to remove the "explore" command from several units that don't need it: Settlers, Workers, artillery, leaders, tactical nukes. The "E" key is right next to the "W" key, and we don't need to send our settlers and workers exploring by accident.
Also, what do people think about adding a Communism-specific building, called Secret Police (KGB)? It would reduce corruption like a courthouse, produce veteran units (so the AI builds it immediately), cost 40 shields (perhaps less?), and have zero upkeep.
Finally, any ideas on what to do with pop-rushing versus drafting? Disbanding a drafted Mech. Infantry unit produces 27 shields, versus 20 for pop-rushing.
I have a suggestion. Disallow drafting for Infantry and Mech. Infantry, and reduce the cost of guerillas to 80. That would mean that you would get a maximum of 20 shields whether you draft/disband or pop-rush.
It would also mean that drafting when Infantry or Mech. Infantry is available is less effective. This is a good thing, I think.
Comments?
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Nor Me
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quote: Originally posted by alexman
I have a suggestion. Disallow drafting for Infantry and Mech. Infantry, and reduce the cost of guerillas to 80. That would mean that you would get a maximum of 20 shields whether you draft/disband or pop-rush.
It would also mean that drafting when Infantry or Mech. Infantry is available is less effective. This is a good thing, I think.
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Two things:
1) The big advantages of drafting and disbanding are that you can do it outside of Communism and transfer the shields to a different city than the pop loss and unhappiness.
2) The AI drafts heavily for defense. If they're drafting guerillas and I have MAs, the reduction in city size might outweigh the advantage of added defenders. So it would encourage tactics like parking a load of MAs outside a city and waiting for it to fall below 12. Now if I can get GLs onto my rail network...
2 is probably more important than 27/20 shields if you're not going to do it that often. Since pop rushing was fixed for Despotism, it'll never be worth it for Communism.
To help part of 1, you could try forbidding drafting at all for certain goverments. I doubt there's a simple fix.
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