Fuad, thank you for pointing these facts detailed out. The problem is, that there is something terrible wrong with the land bombardement in Civ 3 (Not only the AI artillery units do not work, it seems that precision bombing doesn´t function either).
The current settings of units in Civ 3 only work, when they are countered by artillery (or bombing or ship bombardement). They have a plus in defence and get lots of additional boni when defending by terrain, city, city improvements, fortresses and fortifying. The human player can counter this with artillery, but the AI player can´t. So the current settings for artillery in Civ 3 are an incredible huge and very unfair advantage for the human player.
The consequence is that in my eyes all Civ 3 land units, especially gunpowder or better units, have the wrong settings.
These settings must be chanced to get a more satisfying gameplay by the AI. A good first step to get better units for the AI was to set them to values used in Civ 2 (see my first post in this thread), as there bombardement as in Civ 3 was unknown and a lot of defense boni for land units still existed.
To twist with the offensive bombardement of artillery units and defense settings of improvements didn´t give good solutions to me. The best solution for me was, to make the artillery units offensive units (you called it a kind of melee unit), this means:
High attack factor, a defense factor of 1 (at least, so that you can give the capture function in the editor which you must have to set the unit to offensive tactic), a defensive bombardment factor (equal to the former offensive factor, Range 0) and give the unit
collateral damage. When this unit is attacking a city, than improvements can be taken out and it is not only a melee unit.
As the AI would build these offensive unit like hell it must be autoproduced by improvements. If you set this imp. to a resource (may be saltpeter), that improvement not only needs this resource when it is built, but every time it is autoproducing the unit (so the explanation in the game).
The names of the autoproducing improvements for my mod are:
Guild => cannon (as the production and use of the early cannons and bombards was a
matter of the guilds)
Arsenal=> for artillery (as artillery factory is a word that is too long for me)
But may be you have better names for the artillery producing buildings or better solutions.
