Artillery & Blitz

I've explained how to setup AI that uses Artillery for epic mods in CCM thread.
http://forums.civfanatics.com/showpost.php?p=10332113&postcount=952 and http://forums.civfanatics.com/showpost.php?p=10333631&postcount=956

It works better in epic mods than it seems to in scenarios... and using charm and changing graphic based on era keeps the captured artillery pieces in sync with the game. Charm bombard strength doesn't need to 'change' throughout the eras, and I've explained the reasoning why it's not a necessity to do so. Low charm bombard is very effective in late game (even though chances to hit aren't as good), there are more units and larger stacks, keeping the chances of the charm bombard artillery to land strikes (and hence halve defenses that are much higher in late game than early).

Furthermore, this captured artillery isn't readily available in early game, since it isn't all captured until around turn 150-250 depending on how the mod is setup.

Plus, players can choose how much of this captured artillery is available in regular game setup (by making barbs raging, etc).

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In your example, AI will use captured artillery to make attacks constantly (with charm if you choose to make it charm artillery). It will protect it with defenders, and will have offensive units with it (if they are available). If the offensive buildable artillery (siege units) are there, it can become a combined arms offensive.
 
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