civ4-advciv-oracle-bug
Warlord
- Joined
- Jan 18, 2025
- Messages
- 148
This example is quite extreme too so i think it's a good idea to add it.
I had several examples of desperate defense but not so much of offense.
It is example 59.
Here AI insists to attack a city guarded by 15(!!!) swordsmen, with only.. 4 units.
The obvious move would obviously be to retreat, ideally to guard his cities.
But AI executes the attack anyway, despite having the movespeed advantage (attacks from his territory so he can move 2 tiles per turn unlike me) for a retreat.
I hope this can help too and i think it's quite extreme, i'm trying not to send additional examples unless they are particularly relevant or striking or not already covered.
Would be nice if this could be improved in advciv too if wished/possible i mean anyways.
Thanks,
edit: maybe he attacks because he considers each of these combats individually. Indeed, he has good odds for each of these combats. But if this is indeed (i don't know i mean anyways) how he sees it (plus possibly giving high value to taking back rome (the city he chooses to attack in this example)), then maybe a way to address it (if not already existing or not applied to this example case i mean anyways) would be to have cumulative strength of the stack vs cumulative strength of the other stack rather than individual combat (if that is how he sees it). It would be nice if the AI also had (if not already existing or applied in this case example too i mean anyways) an appreciation/estimation for defense rather than attack when circumstances are unfavourable (here me being stronger, and his remaining cities that would become much weaker if his attacking units dies (but this is something i already asked/covered in previous examples so better not develop it here again i mean anyways but defense and attack seem indeed to be linked and it would be nice if AI even if slightly (better if a lot i mean anyways) had a better evaluation/appreciation for it i mean anyways, thanks)
(note: i can't move else the city revolts so i am building a huge stack before i move. I tried focusing on culture with artists and music and such i mean anyways but it takes too long to have the revolt chance fade, so then Alexander came with a huge stack and kicked my ass xd i mean anyways, so now i am trying again from this position by building a bigger army before attacking the remaining cities, instead of focusing on culture or economy, else i am too weak militarily then die. More than being high in strength requirement, i think the bigger problem (i think i mean anyways) is that revolt chance takes too long to fade (relative to culture here) so since i can't get immediate culture enough, revolt chance forces me to ironically build more units (instead of focusing on economy or culture) to not die from other people or/and being able to keep my offensive. Delaying the attack is also not a good option (i think i mean anyways) as Rome AI is weak early in this map and he may be much stronger later, plus i need to expand and my economy would really benefit from the gold and new ressources i can use or trade or take back (pig and silver in this example). I would suggest again to make culture fade faster, but i also accept the challenge of starting from this position and trying another strategy i mean anyways, thanks)
(note 2: i finally found the trick or rather strategy that would work, instead of building culture or focusing on economy, skip culture (no code of laws, no artists, no music, no buildings) and keep building units, this way they provide enough strength to calm revolt while also making my rivals unwilling or less likely to attack me, and now i can finally focus on economy as i wanted to. I still think the strength fading time of revolt is a bit too high and i built as a result i mean anyways a bit more units than i would have liked to, i also think it's counterintuitive (in regards to how revolt mechanic works in advciv by needing culture to make it fade i mean anyways (which if i am not mistaken is similar in vanilla bts but felt less requirement/constraint of needed culture to offset the revolt i mean anyways)) to produce more units to calm revolt rather than more culture, but at least i found a way that works and which seems paradoxally more efficient at least in this example i mean anyways than producing culture. Another thing to note is that with the revolt chance being so high, it is better or more efficient for me to destroy the cities and rebuild them later at least in this map (unless they are especially good i mean anyways) rather than holding my army, and advance, which works here since i wanted to destroy antium anyways to replant cities on the coast for later game i mean anyways. If say strength requirement was the same initially but would fade faster, it would achieve the objective of slowing my chain warmongering if it is one of the intended purposes anyway, while also not incentivizing me to destroy cities (especially if my army is so-so, my culture production capacity still low at this stage of the game i mean anyways, and i don't want to be held back pushing on the front i mean anyways or rebuilding my economy (without spending too much on culture that would make me fall behind in military/buildings and be eventually attacked). Again this is just a suggestion i mean anyways and i am not sure of the best way to handle it, i just i feel i mean anyways it could fade a bit faster but it's just my perception/opinion i mean anyways)
(note 3: having played a few eras in the current map i'm playing, it seems revolt is much easier to handle at later stages of the game i mean anyways (edit 3: to meet strength requirement with later stronger units, and also easier to produce culture and have many happy ressources or/and buildings to compensate the resent of foreign culture in the new captured city, but not easier to make the strength requirement fade, in fact even in later eras that may still be slightly too high, as i still need 10+ units at 100-150 culture or so it seems approximately if i am not mistaken i mean anyways, so while it is much easier than early warmongering (even if just conquering one city early), it is still maybe a bit too high to fade (the strength requirement for revolt), the happiness part is easier to handle with the rule civic or other civics possibly, ressources or/and buildings/wonders i mean anyways, thanks), when many strong units are available to easily meet strength revolt offsetting requirements, plus there are many culture production capacities (music allows for culture, conquered cities have a large population which can all (that are available can) become artists, which fills the culture bar very fast, plus code of laws allows caste system so no limit on artists, and monarchy (the rule civic) allows to bring enough units so that the population becoems happy and is not lost every turn of producing culture. The combination of these factors (among possible others i forgot (edit 2: also ressources that may or not scale with buildings provide extra happiness and more of them are available later in the game, and less in the early game, that i partly forgot to mention and partly omitted to be honest it is my bad too partly in it i mean anyways) or don't know about or/and overlooked make it very easy in advciv to suppress revolt chance with current rules).
However, in the early game, units are weak (swordsman would be about the strongest, culture capacity low (no code of laws or low population cities so low artist count, lower number of units or no monarchy rule civic to calm unhappiness, or/and no music to produce culture, or/and low hammer count due to cities not developped enough or low pop to offset revolt chance. The result would be quick population loss (that is already low), not enough/artists culture, many of population unhappy and city stuck in revolt offset for a very long time, either halting offense or even just simply paralyzing the economy as a lot of ressources are spent just to stabilize the revolt chance (produce more units to offset strength requirement), resulting in high unit cost, less buildings in cities, and falling behind. I may not do this the most efficiently, but it seems there is significant advantage to attack (quite) early, when i have 10-15+ swordsmen extra available and the enemy is still weak, but with current rules of advciv i mean anyways it takes too long to stabilize back the economy, it's not so much about halting offense but more about weakening economy, making it better to simply destroy these (still quite low value) cities that would cost a lot to stabilize. It may not be the ideal but it seems to work best in current rules.
What i suggest is to change revolt mechanic per era somehow. Revolt suppression works fine (perhaps is very easy in later stages, when i ahve a bunch of cataphracts for example with justinian and solid economy and culture production capacity, perhaps make it slightly harder later in the game to suppress revolt, and much easier early. I don't know the exact formula, but if it's a flat strength rule that does not scale with era/turns of the game (but era is more likely to fit current units and production capacities rather than turn that may have different achievements unlocked based on difficulty or map local situation i mean anyways so maybe era or something similar may scale better?), then it favours too much later invasion and discourages too much early invasion. So maybe having this kind of turn number factor (easier to suppress early in the game, harder later), would make the strength revolt suppress mechanic more interesting and less frustrating? What do you think of this? Thanks,)
I had several examples of desperate defense but not so much of offense.
It is example 59.
Here AI insists to attack a city guarded by 15(!!!) swordsmen, with only.. 4 units.
The obvious move would obviously be to retreat, ideally to guard his cities.
But AI executes the attack anyway, despite having the movespeed advantage (attacks from his territory so he can move 2 tiles per turn unlike me) for a retreat.
I hope this can help too and i think it's quite extreme, i'm trying not to send additional examples unless they are particularly relevant or striking or not already covered.
Would be nice if this could be improved in advciv too if wished/possible i mean anyways.
Thanks,
edit: maybe he attacks because he considers each of these combats individually. Indeed, he has good odds for each of these combats. But if this is indeed (i don't know i mean anyways) how he sees it (plus possibly giving high value to taking back rome (the city he chooses to attack in this example)), then maybe a way to address it (if not already existing or not applied to this example case i mean anyways) would be to have cumulative strength of the stack vs cumulative strength of the other stack rather than individual combat (if that is how he sees it). It would be nice if the AI also had (if not already existing or applied in this case example too i mean anyways) an appreciation/estimation for defense rather than attack when circumstances are unfavourable (here me being stronger, and his remaining cities that would become much weaker if his attacking units dies (but this is something i already asked/covered in previous examples so better not develop it here again i mean anyways but defense and attack seem indeed to be linked and it would be nice if AI even if slightly (better if a lot i mean anyways) had a better evaluation/appreciation for it i mean anyways, thanks)
(note: i can't move else the city revolts so i am building a huge stack before i move. I tried focusing on culture with artists and music and such i mean anyways but it takes too long to have the revolt chance fade, so then Alexander came with a huge stack and kicked my ass xd i mean anyways, so now i am trying again from this position by building a bigger army before attacking the remaining cities, instead of focusing on culture or economy, else i am too weak militarily then die. More than being high in strength requirement, i think the bigger problem (i think i mean anyways) is that revolt chance takes too long to fade (relative to culture here) so since i can't get immediate culture enough, revolt chance forces me to ironically build more units (instead of focusing on economy or culture) to not die from other people or/and being able to keep my offensive. Delaying the attack is also not a good option (i think i mean anyways) as Rome AI is weak early in this map and he may be much stronger later, plus i need to expand and my economy would really benefit from the gold and new ressources i can use or trade or take back (pig and silver in this example). I would suggest again to make culture fade faster, but i also accept the challenge of starting from this position and trying another strategy i mean anyways, thanks)
(note 2: i finally found the trick or rather strategy that would work, instead of building culture or focusing on economy, skip culture (no code of laws, no artists, no music, no buildings) and keep building units, this way they provide enough strength to calm revolt while also making my rivals unwilling or less likely to attack me, and now i can finally focus on economy as i wanted to. I still think the strength fading time of revolt is a bit too high and i built as a result i mean anyways a bit more units than i would have liked to, i also think it's counterintuitive (in regards to how revolt mechanic works in advciv by needing culture to make it fade i mean anyways (which if i am not mistaken is similar in vanilla bts but felt less requirement/constraint of needed culture to offset the revolt i mean anyways)) to produce more units to calm revolt rather than more culture, but at least i found a way that works and which seems paradoxally more efficient at least in this example i mean anyways than producing culture. Another thing to note is that with the revolt chance being so high, it is better or more efficient for me to destroy the cities and rebuild them later at least in this map (unless they are especially good i mean anyways) rather than holding my army, and advance, which works here since i wanted to destroy antium anyways to replant cities on the coast for later game i mean anyways. If say strength requirement was the same initially but would fade faster, it would achieve the objective of slowing my chain warmongering if it is one of the intended purposes anyway, while also not incentivizing me to destroy cities (especially if my army is so-so, my culture production capacity still low at this stage of the game i mean anyways, and i don't want to be held back pushing on the front i mean anyways or rebuilding my economy (without spending too much on culture that would make me fall behind in military/buildings and be eventually attacked). Again this is just a suggestion i mean anyways and i am not sure of the best way to handle it, i just i feel i mean anyways it could fade a bit faster but it's just my perception/opinion i mean anyways)
(note 3: having played a few eras in the current map i'm playing, it seems revolt is much easier to handle at later stages of the game i mean anyways (edit 3: to meet strength requirement with later stronger units, and also easier to produce culture and have many happy ressources or/and buildings to compensate the resent of foreign culture in the new captured city, but not easier to make the strength requirement fade, in fact even in later eras that may still be slightly too high, as i still need 10+ units at 100-150 culture or so it seems approximately if i am not mistaken i mean anyways, so while it is much easier than early warmongering (even if just conquering one city early), it is still maybe a bit too high to fade (the strength requirement for revolt), the happiness part is easier to handle with the rule civic or other civics possibly, ressources or/and buildings/wonders i mean anyways, thanks), when many strong units are available to easily meet strength revolt offsetting requirements, plus there are many culture production capacities (music allows for culture, conquered cities have a large population which can all (that are available can) become artists, which fills the culture bar very fast, plus code of laws allows caste system so no limit on artists, and monarchy (the rule civic) allows to bring enough units so that the population becoems happy and is not lost every turn of producing culture. The combination of these factors (among possible others i forgot (edit 2: also ressources that may or not scale with buildings provide extra happiness and more of them are available later in the game, and less in the early game, that i partly forgot to mention and partly omitted to be honest it is my bad too partly in it i mean anyways) or don't know about or/and overlooked make it very easy in advciv to suppress revolt chance with current rules).
However, in the early game, units are weak (swordsman would be about the strongest, culture capacity low (no code of laws or low population cities so low artist count, lower number of units or no monarchy rule civic to calm unhappiness, or/and no music to produce culture, or/and low hammer count due to cities not developped enough or low pop to offset revolt chance. The result would be quick population loss (that is already low), not enough/artists culture, many of population unhappy and city stuck in revolt offset for a very long time, either halting offense or even just simply paralyzing the economy as a lot of ressources are spent just to stabilize the revolt chance (produce more units to offset strength requirement), resulting in high unit cost, less buildings in cities, and falling behind. I may not do this the most efficiently, but it seems there is significant advantage to attack (quite) early, when i have 10-15+ swordsmen extra available and the enemy is still weak, but with current rules of advciv i mean anyways it takes too long to stabilize back the economy, it's not so much about halting offense but more about weakening economy, making it better to simply destroy these (still quite low value) cities that would cost a lot to stabilize. It may not be the ideal but it seems to work best in current rules.
What i suggest is to change revolt mechanic per era somehow. Revolt suppression works fine (perhaps is very easy in later stages, when i ahve a bunch of cataphracts for example with justinian and solid economy and culture production capacity, perhaps make it slightly harder later in the game to suppress revolt, and much easier early. I don't know the exact formula, but if it's a flat strength rule that does not scale with era/turns of the game (but era is more likely to fit current units and production capacities rather than turn that may have different achievements unlocked based on difficulty or map local situation i mean anyways so maybe era or something similar may scale better?), then it favours too much later invasion and discourages too much early invasion. So maybe having this kind of turn number factor (easier to suppress early in the game, harder later), would make the strength revolt suppress mechanic more interesting and less frustrating? What do you think of this? Thanks,)
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