Roland Johansen
Deity
In my battle with Alex, I came upon a city with 5-6 troops of various types and at least as many Catapults, all with two collateral promotions. Did they attack my stack as it sat there for multiple turns bombarding and then attacking? No. Instead, I had an easy time killing all those Cats as they defended against my Maces, Knights, Pikes and Cho-Ko-Nus. If they had attacked me, most still would have died, but I would have suffered more damage. I believe that's the whole point of the collateral promotion on siege units.
It's pretty important that the AI learns to use colateral damage units in defence of it's cities. In the long run, hitting attacking stacks with collateral damage units is the only way to win a defensive war (or having huge amounts of units to attack the stack with). If anything should have a priority to fix, I think this is it. The problem is probably related to the earlier version of this mod where units would attack pillagers or other lone units while leaving the city almost without defenders.
Suggestions:
- Count collateral damage units as unneeded for city defence. So if a city is being threatened, then the catapults don't need to stay in the city for defence. The moments where a catapult will be useful to defend a city are almost non-existant while a catapult can always hurt an attacking stack by attacking it.
- Don't attack lone units in your territory with collateral damage type of units except when the chance of victory is high.
- Do attack stacks of units inside your borders with collateral damage type units. The chance of victory should not be important.
- Move collateral damage type of units located in other cities towards the threatened city if they can attack the enemy stack before the enemy attacks the city.
When the collateral damage units attack the attacking stack, their attacks might weaken the attacking stack to such an extent that it might be smart to attack the stack with the city defenders. Hopefully, the AI also builds some attacking city defenders, but even if it does not, even longbowmen have an excellent chance to defeat macemen which have been reduced to half hitpoints. So in an ideal situation the AI should evaluate its chances to kill the stack while attacking it, especially if the stack is located next to the city and the defender thus could remain in the city to defend after it has attacked the stack.
Okay, I guess, it's pretty difficult to get the AI to act really smart when attacking or defending cities. I'm thankful for the improvements up until now.
