GhostSalsa
Emperor
This thread proposes an innovation to the terms of conquest in VI to put the AI and human players on a more level plane, in terms of being able to perform the tactical/logistical challenges of warfare.
The first post reviews the problem of city sieges and 1-upt and the second describes my solution.
This thread presumes the following:
-1-upt is a feature that should stay in the game (it's fun), but creates a ton of problems for AI
-The new movement rules in VI are terrible. Even human players can feel confused about how to travel one unit in a straight line. The AI needs to be freed from these rules even if the human is not, or it will never get armies anywhere.
-Human players will always be able to exploit ranged attack and focus fire, and essentially "opt out" of using other types of units, except as support for ranged, which is backwards.
-Opting out of units creates automatic incentives to beeline economic techs for optimal play, and makes the tech tree less interesting. In V, the melee line was completely ignorable, as three defensive units on the economic path of the tree were always sufficient to resist invasion.
-Focus fire is even more abusable around cities. VI has nerfed city ranged attack strength, but increased movement requirements for the attacker (in order to damage the city), and added encampments, which create swaths of tiles that are triple-bombard zones at all times before the defender's ranged units even come into play.
This is the fairly apparent reason why the AI can't take cities right now: it's too hard to get to the city without dying. But it's also just a bad system regardless of the intelligence of the AI or human. Tiles that behave as "hot lava," and eat up attacker units, further compress the tactical game into a network of corridors, compounding the logistical difficulties of moving several units around terrain obstacles.
-All of this was true in V, and after 4 years of updates they never coded an AI that could deal with bombard hotspots. Therefore: it is not possible that VI's AI will ever be able to cope with the new, even more complex siege system.
-What was needed between V and VI was an innovation to the terms of conquest to move battles to the open field. There are several things VI could have tried, and they all would have raised their own problems:
However, it tried none. It made things worse, and promised an AI that would be smart enough to cope.
Whereas the first two example solutions move battles to an open field without cities, my proposal is an alternate approach:
The first post reviews the problem of city sieges and 1-upt and the second describes my solution.
This thread presumes the following:
-1-upt is a feature that should stay in the game (it's fun), but creates a ton of problems for AI
-The new movement rules in VI are terrible. Even human players can feel confused about how to travel one unit in a straight line. The AI needs to be freed from these rules even if the human is not, or it will never get armies anywhere.
-Human players will always be able to exploit ranged attack and focus fire, and essentially "opt out" of using other types of units, except as support for ranged, which is backwards.
-Opting out of units creates automatic incentives to beeline economic techs for optimal play, and makes the tech tree less interesting. In V, the melee line was completely ignorable, as three defensive units on the economic path of the tree were always sufficient to resist invasion.
-Focus fire is even more abusable around cities. VI has nerfed city ranged attack strength, but increased movement requirements for the attacker (in order to damage the city), and added encampments, which create swaths of tiles that are triple-bombard zones at all times before the defender's ranged units even come into play.
This is the fairly apparent reason why the AI can't take cities right now: it's too hard to get to the city without dying. But it's also just a bad system regardless of the intelligence of the AI or human. Tiles that behave as "hot lava," and eat up attacker units, further compress the tactical game into a network of corridors, compounding the logistical difficulties of moving several units around terrain obstacles.
-All of this was true in V, and after 4 years of updates they never coded an AI that could deal with bombard hotspots. Therefore: it is not possible that VI's AI will ever be able to cope with the new, even more complex siege system.
-What was needed between V and VI was an innovation to the terms of conquest to move battles to the open field. There are several things VI could have tried, and they all would have raised their own problems:
-AI parks its armies 3+ tiles from cities, pillages and inflicts war weariness until the human player brings an army out to it. (This is effective but tedious, in that it lacks any danger of instant loss for the human.)
-Unfolded battles, as in Endless Legend. (I don't like this system though, feels too removed from the game.)
-Unstacked turns, where the AI and human are moving units in alteration, so that the AI can move before several ranged attacks hit the same unit.
-Unfolded battles, as in Endless Legend. (I don't like this system though, feels too removed from the game.)
-Unstacked turns, where the AI and human are moving units in alteration, so that the AI can move before several ranged attacks hit the same unit.
However, it tried none. It made things worse, and promised an AI that would be smart enough to cope.
Whereas the first two example solutions move battles to an open field without cities, my proposal is an alternate approach: