Defending on clear tiles is a DEATH sentence

Mongolia Jones

Chieftain
Joined
Oct 6, 2010
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I've played many, many war games in my life. My love affair with the genre started in my best friend's basement when he had laid out Avalon Hill's Rise and Fall of the Third Reich. A grand strategy game of WWII.

Soon after whenever we had enough cash saved up, we bought a bunch of other games from the local hobby shop, Squad Leader, Tobruk, Flat Top, etc. Ultimately, in the 90's that led to purchasing computer based games like Panzer General I, II, IIIse, Strategic Command etc... You get the picture.

THE one thing that holds true in every war game I have played (from the squad level to grand strategy level), is that the attacker needs AT LEAST 2-to-1 firepower/strength ratio just to break even against a defending unit even in the most favorable of terrain.

This has been the case for every game until CIV 5.

I don't know if everyone knows this, mostly because it's not well documented, but units defending in open terrain get a standard -33% strength penalty. That essentially equates to an attacking unit of equal power having a 50% bonus on the attack... that's HUGE.

Note to your CIV-5 generals, if you see the enemy behind a river but on flat terrain, always, always attack. Yes, you get a -20% penalty for attacking over a river, but with the enemy's -33% flat terrain penalty, you can't go wrong.

The second problem is that there is too much of a difference in defending in flat vs rough terrain. Case in point: a strength 12 unit will defend as a strength 8 on flat and as a strength 15 in rough <- that's a HUGE spread (2x). Essentially you DOUBLE your units' defense strengths by sitting them in hills and forests vs clear. This spread need to be reduced to at most a 50% difference.

Lastly (and possibly the most important) is the AI. I've played a number of games (mostly small continents) where I've been able to befriend many of the AI civs and park ships off the coasts of their continents to make observations; and I have found a pattern. Those civs which share a large mostly flat-terrain continent ultimately get conquered by a single civ (usually before the modern or industrial ages). Probably the civ that ultimately ends up with the continent is the civ with the policy which gives a 33% bonus to defend in the home terrain, but this is just conjecture. On the other hand, those civs which are on hilly continents or have a deep hilly border typically remain intact (for the most part) till the modern ages.

As a long time civ player, there's nothing more frustrating than being on an small island-continent for 2000 years then traveling the oceans to the big continent in search of trade, culture and intrigue only to find that it has been totally conquered by one or two civilizations.

I think this is the main reason we are seeing so many CIV players take the conquest route vs the diplomatic, cultural or science victory routes. Conquest is so damn easy because the numbers are in the attackers' favor, even the AI can attest.

As a fledgling modder, I have solved this problem by coding out the 33% penalty for my own games. It seems to have changed the game for the better (I have only played one game since the change). But as a long time fan of the series I really want it to be changed via patch in vanilla CIV5 because I feel that it is ruining the overall gaming experience.

Thanks for reading

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Update Oct 20, 2010

Played for a while with 0% defense values on clear terrain. Not totally happy so going 1 step further.

Updated:
1) Clear terrain defense increased to +20% (-33% in vanilla)
2) Rough terrain defense increased to +50% (+25% in vanilla)
3) Fortify bonus decreased to +10%, max +20% for two rounds (+25% x2 in vanilla)

Rational:
-clear terrain bonus -> help melee vs horse units & slow down 1cpc (1 [AI] civ per continent)
-rough terrain bonus -> keep defense spread between rough vs clear terrain & slow down 1cpc
-fortify bonus reduction -> just being cautious so that stacking of defense bonuses don't get too high
 
It truly is a massive difference. I'm not sure why they felt the need to make it so large, much larger than the +defense for rough terrain.

It also feels a little badly designed and overly complex...you really only have 2 terrains: open or rough. When they both give a bonus in either direction, it implies a "neutral" terrain...which doesn't exist! I guess cities? Anyways it does seem weird.

I'm also not sure why it would give this bonus to melee attacks. It does make sense in a way for ranged attacks, but when you're running up to a guy with a sword, a flat plain is equal ground.
 
The strength spread was shocking to me too. I don't think the game would be any less enjoyable if that flat terrain penalty was removed. The absense of a hilly/rough terrain bonus is incentive enough for my human brain to want to defend on those tiles. The AI doesn't seem to "get" what they are setting themselves up for on flat terrain.

It would be nice in a patch for sure. I'm glad to see you've modded it though, you say the games since your mod have turned out better? Can you describe the different outcomes you observed after discovering the new lands? What was the tech/power spread of the opponents?
 
I pretty much agree. I feel the problem is exacerbated by the shock v. drill promo lines. With the innate -33% defense on flatland, giving a unit shock makes it nearly 2 ages better in strength when attacking a flatland tile and have zero penalty when defending on that tile. This means you can attack, take no damage, then defend at higher than normal strength. By abusing this, very small forces can kill much much larger forces.

The problem is only worse when factoring in ranged units that can 1shot equal and even better str units when they are in flatland :(

I would very much like to try the game without the -33% and see if it helps warfare at all.
 
It would be nice in a patch for sure. I'm glad to see you've modded it though, you say the games since your mod have turned out better? Can you describe the different outcomes you observed after discovering the new lands? What was the tech/power spread of the opponents?

Since my mod:huge map, small continents, 12 major civs.

Middle ages now, only 1 civ lost it's capital, usually it's 3 or more. It seems that most civs can keep their lands as long as the other civ has about the same tech in military units. I am behind in tech due to a war and my relative underdevelopment of my cities.

I had France on my island and I payed dearly in manpower and time (maybe a 1000 year war) to completely defeat him. Very stupid of me. The elimination of the flat terrain penalty and my desire to be the only master of my continent may have ruined my chances to win the current game. I actually had the other civs visit me first, which is opposite of how things usually go.
 
Quick question about modding this out: I did some modding in Civ IV, but I havent even looked into the XML yet for 5. Did you have to edit every unit info to remove this penalty, or did you find a single location where you could eliminate the code?
 
I'm really ambivalent about this. In theory I really like substantive terrain bonuses as they emphasize wartime tactics as well as strategy. In practice, as several others have pointed out, the current CiV AI does not understand these tactics. At all.

Ideally we'd see the AI improved rather than removing terrain bonuses entirely. In the meantime I think scaling down the penalty to -20% makes sense. I also like a previous poster's suggestion that the bonus/penalty depend on where a unit is attacking *from*, and in fact think the bonus should also change with the type of unit. For example, a mounted unit catching a unit on flat land should be devastating. But I don't get why, for example, one warrior standing on grassland should get a bonus attacking another warrior also standing on grassland, unless the defender is already engaged with another enemy unit (and flanking bonuses are already in the game).
 
Honestly, the issue isn't so much that offense is overpowered on open terrain as that the AI is incapable of realizing this fact.

Winning wars when badly outnumbered revolves around getting the AI to stupidly place its units on flat tiles, then farming them. The worst part is that once you farm a unit, the AI will usually place another one there. I see that budweiser is on the right track in thinking about Horsemen. They are amazing because they can strike targets on open terrain, win, then retreat behind units in rough terrain that get defensive bonuses. So their penalty (no defensive terrain bonuses) is easily negated.

Eliminating the defensive penalty would mitigate the problem, but would not remove it. The AI needs to play the way smart humans do - advance melee on rough terrain, and use the open terrain alleys in between to strike and retreat with fast units. The melee's ZOC then precludes counterattack against the units using open terrain.
 
Quick question about modding this out: I did some modding in Civ IV, but I havent even looked into the XML yet for 5. Did you have to edit every unit info to remove this penalty, or did you find a single location where you could eliminate the code?

Single location. From what I hear modding in 5 is more powerful over 4.

There are 2 ways.

1) The safe way is modding thru mod-buddy, the mod software download from steam for civ5. By using this method you make a file that changes or overwrites whatever is coded in the game.

2) The not so safe way is modding the game directly (not recommended), but if you are careful you should not have any problems. The only thing to watch for is that if the game gets patched, you may lose any changes you made, plus you may not be able to play any multiplayer due to changes in the code.

What I did was use number 2 and simply change the xml in the master code. I will eventually make a mod for download (if no one else does it first).

There is a file with this code:

<Row Name="FLAT_LAND_EXTRA_DEFENSE">
<Value>-33</Value>
</Row>


I just replaced the -33 with a 0.
 
Yes, I agree this is huge. Since we already have a hills/forest defense bonus, this is redundant.
 
I don't see the point of -33%. There's already a 25% bonus for forests, and a 25% bonus for hills. Leaving a unit within attack range of the enemy at the end of turn is often a death sentence. And this is what makes mounted units overpowered as they will get first strike, defend similarly on flatlands, and can retreat. I'm hoping the -33% gets removed, as that has worked just fine in past series, and meant the -20% water crossing penalty actually mattered.
 
Mongolia, did you also change the Marsh terrain defense penalty? I ask just for edification, and to see if it worked. In the features file I see defense penalties for marshes, flood plains and those things. How did all that work together? And was it fun?

Edit: I answered my own question. Changing the terrain value does not negate any feature defense penalty there may be from things like marshes, oases, fallout, and flood plains. I wonder, though, if it would add a level of depth for the player to keep the feature penalties, but leave the base flat land value at 0. That would add the "neutral" terrain that everyone is looking for. It would mean that defenders in flat grassland and plains would be at normal strength. It would make a sort of sense: it would be easier to defend in grasslands than a marsh. This also means that the Shock and Accuracy promotions would be a lot more powerful.
 
Mongolia, did you also change the Marsh terrain defense penalty? I ask just for edification, and to see if it worked. In the features file I see defense penalties for marshes, flood plains and those things. How did all that work together? And was it fun?

There seems to be only two variables that control bonus/penalties specific for tiles. One that is "Flat Lands" and another that is "Hills". It seems that all other tile terrain types will be classified as one or the other.

My guess is that a marsh is considered "Flat Lands" and that forests will be "Hills" as far as bonuses are concerned.

Yes it is fun. Starting game 2 tonight.
 
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