(8-44) azum4roll's Unit Supply Rework

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Is the Authority 5 flat supply not good enough?

I have a feeling the global 10% from Tradition is too much though.

We don't have enough data for proposals yet. Does anyone have supply numbers of each player in every era that we can reference on? Along with policy choices, number of cities, and population count.
 
For me, in a normal game by the time cannons come around I field around ~40-50 units: 12 siege, 30melee, 10mounted/ranged for defense, not counting ships.
12 cannons and 30 melee by early rennaissance. You didn't want to leave him a chance, huh?

 
I'm also nearly 15 techs and 3 policy behind. The only way I would have a chance is to producing units nonstop and hit them before fieldguns and fusilier comes online.

Edit: Cities are very strong. 1 ranged unit+1 city bombardment shot will kill 1 seige unit every 2-3 turn. So 12 seige units are needed for rotating. The mass of melee units are for smashing into their force and hopefully surround the city before the AI can congregate their forces. I also noticed that the AI will only use city bombardment and not attack with the garrison unit if the city is blockaded. So speed is vital.
 
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I'm also nearly 15 techs and 3 policy behind. The only way I would have a chance is to producing units nonstop and hit them before fieldguns and fusilier comes online.
Oh, sugar honey ice tea. Is that a deity without science focus?
 
I'm observing an AI game, standard pangaea+, 4UC
I will report back with some numbers.

One of the immediately things that strikes me is how bad some of the AI are at dealing with barbarians. Losing workers and settlers and not hunting down the camps.
Another thing is the Scouts. They just send them into the ocean to discover the world -- really they need to use them to kill barbarians at this early stage.
 
Exploration AI probably needs to sweep already-revealed areas more often than it does. My guess is that if they know where the nearby camps are they will track them down, but without Authority they don't get notified of new spawns.

In fact... maybe just giving the reveal-barbarian-camps could be a handicap bonus of AI above a certain level? Hmm...
 
I don't think it's unfair per se. But it's definitely off-topic from the Supply Rework discussion, so I'll table my thoughts until a more appropriate time.
 
Ok, maybe asymetric would be a better word. Still, I'd prefer less of those for easier balancing, like we did with removing some AI bonuses.
 
Here are some numbers with a couple notes,
1720829398219.png

I don't really know how Huns lost cities but went up in supply. Otherwise, number of units looked decent, at the end Russia could put 1 unit on every Assyrian tile :D
Despite Babylon almost winning Cultural and Russia nuking people left, right, and centre, Germany won Diplo on second attempt (around turn 360)

Siam totally failed to build enough units in the turn <100 early game and got beaten up by the barbs.
They struggled on but the Barbs took both their coastal cities and even built their UU against them lol.
When Russia came for them it was a walkover.
Spoiler :

1720829517268.png

 
Here are some numbers with a couple notes,
View attachment 696251
I don't really know how Huns lost cities but went up in supply. Otherwise, number of units looked decent, at the end Russia could put 1 unit on every Assyrian tile :D
Despite Babylon almost winning Cultural and Russia nuking people left, right, and centre, Germany won Diplo on second attempt (around turn 360)

Siam totally failed to build enough units in the turn <100 early game and got beaten up by the barbs.
They struggled on but the Barbs took both their coastal cities and even built their UU against them lol.
When Russia came for them it was a walkover.
AI uses nukes now? Russia nuked (plural?!) other civs!

That's amazing, I don't think I've ever been nuked in civ and that would be an incredible feeling
 
Exploration AI probably needs to sweep already-revealed areas more often than it does. My guess is that if they know where the nearby camps are they will track them down, but without Authority they don't get notified of new spawns.

In fact... maybe just giving the reveal-barbarian-camps could be a handicap bonus of AI above a certain level? Hmm...
I use my army to wipe nearby caps, not my recon units.
 
Updated the OP with the version of the supply rework that is compatible with the latest VP version (4.13.1).
 
I am not sure if this is related to reduced supply, but in my recent games the AI, in particular Authority ones, go AWOL hunting barb camps around the world. Then when civs declare on them they quickly fall, as no troops in cities. Rome was doing bad early on, so looked as them, & found although they had 8 units, none were in their cities or area, but away barb hunting. This is particularly noticeable playing Pangaea maps. In my latest game with Communitu Map, this didn't happen so much, probably due to the more awkward map, & only two Authority civs, out of 12. Result was the same with both soon struggling again, which has become a recent feature regarding Domination civs..

Although the problems were due to barb hunting, & weakened Authority tree, it wasn't helped by the supply being diminished.
 
I've played a few games with this and I am a very large fan.

I'm sure we could (and will) refine it further. I'd love to reduce modern era supply by another 10%> for example.

But this is an excellent step for VP in undoubtedly the right direction.
 
Timestamp post to arrange all the threads in a neat order.
 
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