On several threads here I have read and even joined in the conversations about the inept AI. Tonight I met my match. I was going to go to bed once I took Stockholm. It looked inevitable. I had 5 ships surrounding the city. I had three artilleries which had pummeled the defenses to dust. All I had to do was enter the city to a parade of Beautiful Grateful Swedish Babes, and then I could go to bed.
HOWEVER... I couldn't move to the city... my rifleman needed two moves... and my cavalry needed two moves... I couldn't get there because he had a ship and a stupid whatever his minutemen are in his city... no city for me.
He sank all my ships. He brought wave after wave of reinforcements... no idea where they kept coming from. But he was not willing to give up that city.
I finally quit at 3:30 a.m. when I saw a Great War unit vs. my rifelman. I can't beat this guy. Time to go back to the drawing board. The game was a lost cause anyway... once you get behind in science, the game loses its appeal. Although spying does help to level the playing field a bit. I wasn't planning on winning the game, but I did want Stockholm. Man...
Those Sea Beggars are not as cool as I thought. They just explode. It's like they are filled to the brim with gunpowder, and if they even see an enemy ship they whimper and fall to pieces. The two ships I was able to convert with them died the very next turn. Meh. Neat idea, but needs better implementation.
I found great Admiral's wanting, too. Only one power... and it's pretty lame at that. I was purposefully trying to put my ships in peril so I could heal them all at once... it never worked out like I wanted.
Best thing for trench war is the Great General and that Citadel. I could not take land at all without those things. Creep in... plan the Citadel, and move forward inch by inch.
No culture either... can't win without culture. Science+Culture=Better Gaming.
HOWEVER... I couldn't move to the city... my rifleman needed two moves... and my cavalry needed two moves... I couldn't get there because he had a ship and a stupid whatever his minutemen are in his city... no city for me.
He sank all my ships. He brought wave after wave of reinforcements... no idea where they kept coming from. But he was not willing to give up that city.
I finally quit at 3:30 a.m. when I saw a Great War unit vs. my rifelman. I can't beat this guy. Time to go back to the drawing board. The game was a lost cause anyway... once you get behind in science, the game loses its appeal. Although spying does help to level the playing field a bit. I wasn't planning on winning the game, but I did want Stockholm. Man...
Those Sea Beggars are not as cool as I thought. They just explode. It's like they are filled to the brim with gunpowder, and if they even see an enemy ship they whimper and fall to pieces. The two ships I was able to convert with them died the very next turn. Meh. Neat idea, but needs better implementation.
I found great Admiral's wanting, too. Only one power... and it's pretty lame at that. I was purposefully trying to put my ships in peril so I could heal them all at once... it never worked out like I wanted.
Best thing for trench war is the Great General and that Citadel. I could not take land at all without those things. Creep in... plan the Citadel, and move forward inch by inch.
No culture either... can't win without culture. Science+Culture=Better Gaming.