Cerryl
Warlord
I suspect the A.I. is well aware of the warmongering penalties associated with such actions.
But it would be ONE conquest away from Domination Vic? I mean, they should at least try to win, being a more or less Militaristic Civ to boot.I suspect the A.I. is well aware of the warmongering penalties associated with such actions.
Great although harrowing read! It must be the 1UPT the AI can't handle at all, no? And when CS fill up space, the AI gets confused and moves about anxiously to try to invade? Perhaps the CS should be able to conquer cities for their suzerain?
Please, report here as if any changes to AI combat behavior after the 2016 winter patch...
like:
- Does AI attack and capture cities (especially walled cities)?
- Does AI use defending range unit in its cities to defend?
- Does AI use its damaged units to attack when it is reasonable?
- Does AI use air units?
- Does AI upgrade units?
...
How long it takes the AI to conquer a capital city that shoots at them
Turn 208: Start
Turn 211: Meet Aztecs, declare war
Turn 219: Enemy city state machinegun shows up, gets shot by city center, retreats
Turn 240: Barbarian machinegun shows up, gets shot by city center and encampment, dies
Turn 252: First Aztec military unit shows up, half-dead infantryman
Turn 279: Carthage (neighbouring enemy city state) invades with two machineguns, a helicopter, an infantryman and a rocket artillery
Turn 284: City and encampment shoot down one of Carthage's helicopters, their rocket artillery has retreated having not yet fired a shot
Turn 285: City kills a Carthaginian machinegun
Turn 291: City kills the Carthaginian rocket artillery
Turn 302: City kills a Carthaginian infantryman - there are now no enemies near the capital
Turn 311: Aztecs invade in force - a modern tank army and two mechanised infantry. The tank army is bombarded for 6 damage by the encampment
Turn 312: The modern tank army attacks the encampment and dents it a bit
Turn 314: The two mechanised infantry form a corps
Turn 315: The modern tank army leaves
Turn 319: An Aztec and a Carthaginian helicopter show up
Turn 320: A Carthaginian rocket artillery shows up
Turn 321: The Carthaginian rocket artillery attacks the city for decent damage
Turn 323: The city and encampment destroy the Carthaginian helicopter
Turn 329: The city and encampment destroy the Carthaginian rocket artillery
Turn 347: I make a builder to repair some damage to the tiles around the city, a half-dead Aztec helicopter rushes adjacent from out of the fog of war. It is shot by the capital and encampment, I move the builder back into the capital.
Turn 348: I move the builder out again and the same even-more-dead Aztec helicopter rushes adjacent from out of the fog of war. It is shot and destroyed by the capital and encampment.
Turn 359: I notice a bug whereby the capital and the encampment's walls are not healing, even though there are no enemies nearby, and haven't been for about ten turns now.
Turn 360: Amsterdam invades with two mechanised infantry and a machinegun
Turn 366: Lisbon invades from a different side with two mechanised infantry and a machinegun
Turn 371: Carthage invades from a different side with one mechanised infantry. Lisbon brings in two rocket artillery.
Turn 374: City destroys one of Lisbon's mechanised infantry
Turn 375: Both of Lisbon's rocket artillery hit the encampment. Amsterdam and Carthage withdraw their forces.
Turn 376: Both of Lisbon's rocket artillery hit the encampment. It's now almost wall-less.
Turn 377: Both of Lisbon's rocket artillery hit the encampment. It's now in the red and cannot fire for the rest of the game since its walls are not regenerating.
Turn 379: One of Lisbon's rocket artillery hits the city.
Turn 380: One of Lisbon's rocket artillery hits the city.
Turn 382: One of Lisbon's rocket artillery hits the city. It is now without walls and cannot fire for the rest of the game since its walls are not regenerating.
Turn 383: One of Lisbon's rocket artillery hits the city, and one of their mechanised infantry assaults. It's now without fortifications and on half health.
Turn 384: Both of Lisbon's rocket artillery hit the city. It's now on a sliver of health.
Turn 385: Both of Lisbon's rocket artillery hit the city. It's now on a sliver of health.
Turn 386: Both of Lisbon's rocket artillery hit the city. It's now on a sliver of health. The adjacent mechanised infantry could probably take it but is on red health and healing 5 HP a turn.
Turn 387: Both of Lisbon's rocket artillery hit the city, and the adjacent mechanised infantry attacks, but fails to take the city somehow.
Turn 388: One rocket artillery hits the city.
Turn 389: One rocket artillery hits the city.
Turn 390: Amsterdam invades with three mechanised infantry.
Turn 391: One rocket artillery and a mechanised infantry attacks, but again they fail to take the city. It's been unable to fire for about ten turns and been in red health, but somehow they can't take it.
Turn 392: Two rocket artillery and a machinegun hit the city.
Turn 393: The city is now under siege with a single hitpoint. Is there something weird where city states can't conquer capitals?
Turn 394: Two rocket artillery, a machinegun and a mechanised infantry hit the city.
Turn 395: Two rocket artillery, a machinegun and a mechanised infantry hit the city.
Turn 396: The city gets attacked six times and my fingers are getting tired of typing.
Turn 397: Four attacks.
Turn 398: Five attacks.
Turn 399: Six attacks.
Turn 400: Five attacks.
Turn 401: Seven attacks.
For the next 22 turns my city has been completely surrounded by city state units and attacked about seven times. Aztecs are basically nowhere to be seen, so I decide to take over the city states with my envoys to break this deadlock. We struggle over the city states for a bit, but in the end I get one and they get two.
Turn 429: Somehow my capital is still sieged even though there are no enemy units near it.
Turn 432: My capital un-sieges when some enemies approach it. Huh.
Turn 433: Carthage hits my capital with a mechanised infantry.
Turn 436: After a few turns of attacks, my capital has no health again.
Turn 443: Carthage is still attacking the capital, but now an Aztec modern tank army has shown up.
Turn 444: Carthage is still attacking, now there are two Aztec modern tank armies.
Turn 448: The Aztec tank armies withdraw.
Turn 467: An Aztec tank army comes back.
Turn 468: The tank army is now adjacent to my capital, which has 1 HP.
Turn 470: The tank army is sitting near the capital, which is now healing. The Carthaginians have withdrawn.
Turn 475: The Aztecs now have four tank armies and a mechanised army within five tiles of my capital.
Turn 478: The Aztecs are now hitting Lisbon, ignoring my capital entirely. It has healed to full health but still has no walls.
Turn 483: The Aztecs conquer Lisbon.
Turn 486: The Aztecs now have six tank armies and one mechanised army in my territory.
Turn 488: The Aztecs leave.
Turn 498: The Aztecs now have eight tank armies in my territory.
Turn 501: Aztecs one-shot kill my encampment.
Turn 508: The Aztecs leave again.
Turn 513: OK, it's been more than 300 turns and nothing's happening. I'm giving up.
Didn't notice a difference to any combat AI on a game I played last night.Please, report here as if any changes to AI combat behavior after the 2016 winter patch...
like:
- Does AI attack and capture cities (especially walled cities)?
- Does AI use defending range unit in its cities to defend?
- Does AI use its damaged units to attack when it is reasonable?
- Does AI use air units?
- Does AI upgrade units?
...
One simple but large change I would suggest is that melee and cavalry units can attack cities and encampments like ranged units in that they incur a huge negative modifier to their combat strength vs fortifications but do not suffer any combat damage. I think this should apply to city/encampment healths as well if there is not a unit garrisoned in it. I don't know if it is possible to mod this with the current tools but I would be interested to see how it effects AI attack decisions.
I think cities are to difficult to capture. Against a human player how long and how many medieval units would it take to capture a city with medieval walls, an encampment and 2 crossbows. Obviously terrain and placement plays a huge factor and would make some cities near impossible to capture, while making it feasible to capture others but only by using a well coordinated and time consuming battle plan that the AI is incapable of.
Amsterdam killed a French city in my game, but it was of course not the capitol. I think you've hit on it, they can't gain a second city, so they can't take a capitol, since the new Domination rules require them to stay in the game.Siptah : CS are unable to take cities I think, just as they can't take goody hut.
I think with Civ V Firaxis discovered that players don't care if the AI is just unable to play the game. 1UPT as always been a problem for AIs, but this is reaching grotesque level.
And I'm starting to fear that the unstacked city concept is doing for city building what 1UPT did to war : provide an interesting puzzle for the player but make the AI utterly unable to compete.
Not very promising.. maybe try another nation to see whether leader personalities effect this, and try pitting two AIs against each to make sure that it is not some sort of deliberate handicap. And finally maybe post your results on the offical forum too.How long it takes the AI to conquer an inert capital city [..]
I disagree. Almost on the other hand, I think cities are too easy to conquer if you know what you're doing. The new siege mechanism and the fact that you can knock down walls and hence remove city attack effectively counters many of the problems inherent in Civ5 city combat. City attacks might be tuned down a bit in damage, but on the bottom line, I think the problem is not cities being too hard to take, but the AI being completely clueless about what it's doing.I think cities are to difficult to capture.
Has anyone else been seeing city fortifications never repairing themselves? In my games the green bar (city health) recharges, but once the blue bar (city fortifications) has been damaged it never returns.