Airships: Why are they even in the game?

Actually, Bronze is stronger than Iron, so a Bronze Axeman beating an Iron Swordsman is actually quite accurate. Iron was just more common than bronze and didn't require an alloying process. Steel came much later.

Anyway, if you think Airships being available with Physics is bad, I played the Genetic Age Mod for Warlords.
Mark V tanks with Assembly Line, Zeppelins available with Physics and guess what else? Biplanes!
There was no Flight requirement, it was just Physics and you could build Biplanes and Zeppelins. Biplanes had an advantage against Zeppelins, but still it was a crappy mod idea.

So Airships with Physics does seem reasonable. Now, I don't think they're pulled by a steam train if they're bombing enemy territory. I mean, how's the train going to run? On a smooth road!? Give me a break!

The Airship uses magical pixie dust and Chuck Norris to propel it to and from the target. Everyone knows that silly.

:lol:

:blush: I didn't. I figured if they weren't powered from the ground , that would only leave a form of rocket propulsion- the release of pressurized gas from the rear of the airship... So instead of the sound of sirens as as Stukas go into a dive, a bomb release would be preceded by the sound of escaping gas, kinda like a giant whoopee cushion...:eek:

I'm relieved to learn of the pixie dust technology.
 
An incredibly powerful support unit that, when used correctly, makes your cities completely un-attackable until much later in the game.

Completely unattackable? please. I've had no problems capturing enemy AI cities stocked with airhips using different tactics than just marching 1 MP units right up next to them, such as surprise amphibious attacks. Use espionage to see his entire territory and attack the weakest coastal city. I've also used smaller "decoy" attacks that sit on a forest-hill and try to weaken his army and get him to move his airships while my real invasion force attacks a few turns later from a different location. THAT is called "strategy." Just because in your closed mind the only "strategy" in civ is making big SoDs and parading them into enemy territory doesn't make it true.

It's called "strategy."

You obviously don't know what "strategy" means.

Maybe you should invest your time playing a game that doesn't require any strategy.

Because I'm the one that favors the additional layer of strategy provided by airships? You seem to be the one pressing for more simplicity... Here is how a non-whiner adapts to the change:

Oh, the AI has airships already? Crap, I missed my window. I should have attacked him before he got physics, my bad! Now I will have to adapt my strategy and wait to get my own airships, or SAM infantry, or flight before this particular AI is a good target for me. Perhaps I should attack somebody else or delay my attack because that would be a better overall strategy.

No, that's moronic. Chess doesn't have counters to pieces, it has strategies and counter-strategies involving piece movement and placement. Civ doesn't have that; it's just "stack of doom" versus "stack of doom." No positional tactics at all outside of "put yer guys in a forest if it happens to be on the way to where you're going and won't slow you down." Therefore, all of Civ's strategies involve units and their specific counters.

I know Chess doesn't have hard counters to pieces, thats my point. You said before that all strategy games ever have a hard counter move, and I'm merely pointing out that Chess does not have this. Comparing chess to civ, think of "trapping the opponents queen" as "getting ahead in tech." You couldn't do it in one "turn," it took awhile to set it up. You "move" your settlers and "place" them in strategic locations so that later you might have an advantage -- just like chess gains an advantage from strategic positioning. You can't just haphazardly move your queen to a place where it can kill his queen on the next turn because it will get killed, you have to "set up the board" so that it's possible. Chess and civ aren't a great comparison, I agree, I merely wanted to point out that the "counter" moves in chess also require planning and forethought and are not hard counters -- if you lack foresight and let the opponent's knight safely put your King and Queen in check at the same time (which I would equate to letting a civ get a big tech lead on you because it's putting you at the big disadvantage of having inferior "units"), there is no "counter unit" that comes in and saves you, your queen dies and you're at a disadvantage.

No, because your queen can capture your opponent's queen in chess. Airships can't even damage each other.
Oh yeah, and if your opponent's Statue of Zeus is giving you trouble, just CAPTURE it! Opponent building units? CAPTURE their cities so they can't build as many! Duh, the trick here is HOW to capture against airships, not whether or not to capture.

Like I said before, there plenty of ways to capture enemy cities that are defended by airships. And your comment about capturing your opponents SoZ... was that a facetious coment? Well buddy, if you opponent has the SoZ and you still wanna attack and thats NOT the first city you target, you really don't know what real strategy is. Pull your head out of that stinkhole and think outside the Vanilla/Warlords/Your own playstyle box for a minute.

Complete non-sequitur. Sailing counters sailing. FLIGHT counters Physics; i.e. you need a massive tech lead.

What I meant is that if you let the AI get too far ahead of you down one tech-line then you aren't going to be able to counter what he has. If the enemy has Metal Casting and you haven't researched Sailing yet because your going for religions or whatever, you're not going to be able to counter the triremes in your ports. Same thing applies to Physics, if you let the AI get it first, then he has an advantage over you.


There are two things about your arguement that I feel completely invalidate it.

#1: What makes the airship era different from any other era in terms of the "tech lead." You say that you shouldn't have to have a tech lead in order to plow through enemy cities. If you want to easilly invade enemy territory without a lot of resistance, then you're probably going to need a tech lead in any era -- it's always been this way in civ. A huge stack of Horse Archers isn't going to take a city from a few properly upgraded Longbowmen without great cost. A huge stack of Macemen isn't going to break through properly upgraded Riflemen without massive casualties. Of course you could get lucky and win with your obsolete units, but you can't expect to not be at a disadvantage and you can't expect not to lose a lot of units. Of course there are different strategies you can apply by moving your troops around and pillaging/etc, but you've already informed us that in civ it doesn't matter where you move your troops because the only strategy involved is the defensive bonuses. Sounds to me like you are thinking in a vacuum.

#2. You keep saying that it's "strategy" that you're after, and airships provide another layer for you to form strategies around -- thus making additional and more diverse strategies available to the player. Please explain how, in your narrow definition of "strategy," that having a tech lead/better infrastucture/beeline monopoly techs/etc. is not strategy? Most of my strategies in civ4 are based around having a tech lead or getting something first, like a wonder or a tech for the free great person or the civic or the military unit... that's how the game is set up. How is that not strategy?
 
there are more historical mistakes and anomalies than correct unit relationships. So complaining about airships, as many in this thread are doing, just doesn't make sense to me.

I think you have to view the units and their abilities in Civ 4 as a bit of fun not an accurate historical simulation.

You have a point. The game is just a game, not a simulation of history. It is, however, a simulation based on history, and for many of us, that's what makes it fun. Granted some anomalies are necessary for the sake of things like balance, game play and mechanics, but deliberately introducing an anomaly that you can just as easily do without takes away from the experience. At least for me. Given a choice between historical accuracy (kinda/sorta) and fantasy, I'll go for accuracy every time.
 
After an egregious amount of playing time (let's just say I've been privy to delicious unemployment time), I have yet to see the enemy even build airships on Monarch, unless I build them first.
 
Satellites only reveal the unexplored parts of the map. The fog of war still exists. Unless that changed in BTS?

I don't honestly know. By that point I've got a nifty empire that I don't want bombed or pillaged. I'm pursuing a peaceful victory by that time if I haven't secured a military one already. THere is so much activity each turn that I never stop to consider if I see it all or not.


I enjoy recon. Maybe because I like huge maps. Still, there is more to be done with this aspect of the game.

Scouts- I'm happy with them as they are . Even though they die easily, they have a great cost/benifit on Huge maps.

Explorers- It's a cool unit, but if there is an unexplored continent left, the explorer whenever it bumps into a barb city or a defended hut, and they all seem to be defended by the time they reach the new world. True, they can be useful to walk across a continent to aid in the circumnavigation race, or used as a medic, but that's more of an aid to your army and navy than your settlers and merchants. Nothing like the scout in it's day as far as that goes. Mountd units do the job better, except they can only travel by carrack and galleon.

It's been suggested that the explorer be able to attack, or claim territory. I'm toying with the idea that the explorer should be able to plant his standard ( this would consume the unit) in open territory at a minimum distance from existing borders and cities. After a city's borders overtake the standard, the AP can vote to reassign the city if it was founded by a different civ from the one that explored and claimed the place. This would allow Spain through the use of explorers and missionaries and caravels to compete with Portugal and The Dutch for some of those resources, but they would have to join the AP to do it... an isolationist like Tokugawa couldn't benefit. Another idea is have the opition of consuming the explorer to establish a trade route with a Barb city.


Airships- I think .... I have a dental appointment. See you later.:eek:
 
The Airship uses magical pixie dust and Chuck Norris to propel it to and from the target. Everyone knows that silly.
Now, what's this talk about flying submarines!? Everyone knows a submarine goes underwater, hence the name Sub (as in under) and Marine (as in, water) so a flying Submarine contradicts itself unless you mean that the submarine is flying underwater (which technically isn't flying, but swimming, sinking, floating etc)
What you're looking for isn't a flying Submarine, it is an Airship, which is a ship that flies in the air, hence the name airship.
Of course, the airship would not be the same as the Airship, but it can fire sky torpedoes or something.
So the Flying Submarine contradicts itself in name. It should be the Flying Ship armed with Torpedoes and is shaped like a typical Submarine but isn't.

LOL! Great post, I came into this thread unconvinced about airships, but you have won me over, airships rule! :lol: :goodjob:
 
After an egregious amount of playing time (let's just say I've been privy to delicious unemployment time), I have yet to see the enemy even build airships on Monarch, unless I build them first.

Wow, even the AI can grasp the fact that he should just build his own airships so he can likewise damage your units to a similar degree, thus evening the playing field. Why must airships be destroyed if they can be effectively neutralized with your own airships? Because the enemy has more airships in position than you do because of your lack of postional strategy?

Seems that the guy saying this:

it's just "stack of doom" versus "stack of doom." No positional tactics at all outside of "put yer guys in a forest if it happens to be on the way to where you're going and won't slow you down." Therefore, all of Civ's strategies involve units and their specific counters.

has moved his troops to a place where more enemy airships have access than his own airships while at the same time telling us that there are no positional tactics in civ whatsoever. perhaps if you moved your troops to a more strategic postion you would have better air support than the enemy?

Edit: In fairness I have seen the AI build airships independantly of me building them on Monarch -- in my first BtS game when I didn't know that I should build airships...
 
Completely unattackable? please. I've had no problems capturing enemy AI cities stocked with airhips using different tactics than just marching 1 MP units right up next to them, such as surprise amphibious attacks. Use espionage to see his entire territory and attack the weakest coastal city. I've also used smaller "decoy" attacks that sit on a forest-hill and try to weaken his army and get him to move his airships while my real invasion force attacks a few turns later from a different location. THAT is called "strategy." Just because in your closed mind the only "strategy" in civ is making big SoDs and parading them into enemy territory doesn't make it true.
So you take advantage of the fact that the AI is a ****** and doesn't know how to properly defend coastal cities. If the AI was smart, all of your ships would be airstruck by Airships, then sunk by their respective counters. Of course, the AI isn't smart enough to do that and you take advantage of it in a manner approaching an exploit.
Because I'm the one that favors the additional layer of strategy provided by airships?
Oh yeah, hey we should just constantly add things even if they make no sense or are overpowered! It just adds "additional layers of strategy!" What about giant robots of death with 40 strength available with Paper? That would definitely add an interesting dynamic to the game. :rolleyes:
Oh, the AI has airships already? Crap, I missed my window. I should have attacked him before he got physics, my bad!
You're clearly playing on a difficulty far lower than you should be. When you actually play at a difficulty level that provides a challenge, attacking every single person who is approaching Physics just isn't an option.
Now I will have to adapt my strategy and wait to get my own airships, or SAM infantry, or flight before this particular AI is a good target for me.
Now I will have to avoid the strategy segment of the game until I have the tools to deal with it!
I know Chess doesn't have hard counters to pieces, thats my point. You said before that all strategy games ever have a hard counter move, and I'm merely pointing out that Chess does not have this.
If you think that, you've never, ever played chess. Chess most certainly DOES have moves and counter moves. They're not programmed into the pieces, but they do exist. As I said, Civ needs to have the strategy programmed into the pieces because it does not contain any positional tactics like chess does. If it did, then there wouldn't need to be hard counters.
Well buddy, if you opponent has the SoZ and you still wanna attack and thats NOT the first city you target, you really don't know what real strategy is. Pull your head out of that stinkhole and think outside the Vanilla/Warlords/Your own playstyle box for a minute.
Sure, right after you move up about two difficulty levels, because you're obviously not being challenged at all. It's just not that easy to capture whatever specific city is causing you a problem when your AI opponents are actually capable of defending themselves.
What I meant is that if you let the AI get too far ahead of you down one tech-line then you aren't going to be able to counter what he has. If the enemy has Metal Casting and you haven't researched Sailing yet because your going for religions or whatever, you're not going to be able to counter the triremes in your ports. Same thing applies to Physics, if you let the AI get it first, then he has an advantage over you.
But that's the point. Getting Physics doesn't allow you to counter his Airships. You need to tech much further down the tree to actually get a counter, unlike pretty much every other unit in the game which you can get a hard or soft counter for by researching the tech that provides that unit or a parallel tech that provides its specific counter.
#1: What makes the airship era different from any other era in terms of the "tech lead." You say that you shouldn't have to have a tech lead in order to plow through enemy cities.
No, I say you shouldn't have to have a tech lead in order to counter and destroy your opponent's units.
If you want to easilly invade enemy territory without a lot of resistance, then you're probably going to need a tech lead in any era -- it's always been this way in civ.
False. It's never been that way in Civ. A good strategy with effective combined arms and good unit build and distribution will allow you to invade enemy territory without a lot of resistance. In fact, prior to BTS, you could do so with "commando groups" that weren't even particularly large stacks. This is just more evidence that you don't understand or aren't very good at strategy.
A huge stack of Horse Archers isn't going to take a city from a few properly upgraded Longbowmen without great cost.
No, but a medium-sized stack of catapults and macemen with a couple of pikemen and knights will do fine, which are all units that you get around the same time as longbowmen. In fact, if you have a GG with medic III, you could even take said city with only a slight numerical advantage; it would just take some time.
A huge stack of Macemen isn't going to break through properly upgraded Riflemen without massive casualties.
No, but a couple of cannons with properly upgraded grenadiers will, which are all units available about the same time riflemen are.
Of course you could get lucky and win with your obsolete units, but you can't expect to not be at a disadvantage and you can't expect not to lose a lot of units.
But the units you have around the time of airships aren't "obsolete," they're just incapable of countering airships.
Of course there are different strategies you can apply by moving your troops around and pillaging/etc, but you've already informed us that in civ it doesn't matter where you move your troops because the only strategy involved is the defensive bonuses.
It doesn't. Pillaging only funds your war efforts and it takes almost no brainpower whatsoever to do.
#2. You keep saying that it's "strategy" that you're after, and airships provide another layer for you to form strategies around
Yeah, so would nuclear bears that cause global warming spawning as barbarian units in the ancient age. I guess there are just some layers of strategy that are kind of stupid, huh?
Please explain how, in your narrow definition of "strategy," that having a tech lead/better infrastucture/beeline monopoly techs/etc. is not strategy?
Because when you actually play on an appropriate difficulty level, many of those are not options because you are losing.
Most of my strategies in civ4 are based around having a tech lead or getting something first, like a wonder or a tech for the free great person or the civic or the military unit... that's how the game is set up. How is that not strategy?
Because, once again, if you're actually playing on an appropriate difficulty setting, you should be losing for most of the game.
 
^^ :lol:

Attack the difficulty I play on, sure sure. Looking at some of my other posts will tell you that the lowest difficulty I play (unless playing MP with my girl) is Emperor and the most common is Immortal, so moving up two difficulty levels is going to require some sort of mod for me.

So you take advantage of the fact that the AI is a ****** and doesn't know how to properly defend coastal cities. If the AI was smart, all of your ships would be airstruck by Airships, then sunk by their respective counters. Of course, the AI isn't smart enough to do that and you take advantage of it in a manner approaching an exploit.

Attacking coastal cities that aren't well defended because the AI has a stack on my border is an exploit? That just sounds like a sound strategy to me... This is why I play on higher difficulty levels - so that the AI's stupidity is hopefully made up for with additional units and bonuses. Also, the AI attacks the humans poorly defended coastal cities so I don't see how thats being exploited by me.


Oh yeah, hey we should just constantly add things even if they make no sense or are overpowered! It just adds "additional layers of strategy!" What about giant robots of death with 40 strength available with Paper? That would definitely add an interesting dynamic to the game. :rolleyes:

clearly you've lost the arguement now...

You're clearly playing on a difficulty far lower than you should be. When you actually play at a difficulty level that provides a challenge, attacking every single person who is approaching Physics just isn't an option.
Now I will have to avoid the strategy segment of the game until I have the tools to deal with it!

One word: Immortal.

If you think that, you've never, ever played chess. Chess most certainly DOES have moves and counter moves. They're not programmed into the pieces, but they do exist. As I said, Civ needs to have the strategy programmed into the pieces because it does not contain any positional tactics like chess does. If it did, then there wouldn't need to be hard counters.

Right, right, and civ doesn't have positional tactics on one side of your mouth while the other side complains that the enemy has more airships in position to attack your troops than you have airships to attack his -- who's the ******?

Sure, right after you move up about two difficulty levels, because you're obviously not being challenged at all. It's just not that easy to capture whatever specific city is causing you a problem when your AI opponents are actually capable of defending themselves.

Immortal.

But that's the point. Getting Physics doesn't allow you to counter his Airships. You need to tech much further down the tree to actually get a counter, unlike pretty much every other unit in the game which you can get a hard or soft counter for by researching the tech that provides that unit or a parallel tech that provides its specific counter.

You are missing the point. "Neutralizing" airships by building your own serves the same purpose as "countering" (killing) them does, and here is why:

Your airships can damage enemy troops an equal amount as enemy airships can damage your troops, therefor both sides having airships (and positoning them correctly - even though thats not part of civ) is the same as neither side having them. In fact, if the AI is so ********, you should be able to out-maneuver him with your airship postitioning (moving them into newly conquered cities on that turn, etc) and gain a slight advantage.

No, I say you shouldn't have to have a tech lead in order to counter and destroy your opponent's units.

Well then maybe you shouldn't play civ, because the tech leader is always going to have an advantage when it comes to countering and destroying units, thats just how the game has been since civ 1.

False. It's never been that way in Civ. A good strategy with effective combined arms and good unit build and distribution will allow you to invade enemy territory without a lot of resistance. In fact, prior to BTS, you could do so with "commando groups" that weren't even particularly large stacks. This is just more evidence that you don't understand or aren't very good at strategy.

Wait, more evidence that i'm not very good at strategy? I didn't know you had any other evidence to that effect, seeing as how I'm not the one that can't figure out how to beat airships but I play on immortal. Please note that your "combined arms" stack of crap is going to get owned by a half-size stack of combined arms units from the next era -- tech lead dominates wars (provided you actually build units) and that is just how civ is -- ESPECIALLY in civs 1 through 3 where the combat system was set up differently with serparate ratings for Attack and Defend. You're talking out of that stinkhole again.

No, but a medium-sized stack of catapults and macemen with a couple of pikemen and knights will do fine, which are all units that you get around the same time as longbowmen. In fact, if you have a GG with medic III, you could even take said city with only a slight numerical advantage; it would just take some time.

How is the medic III going to help you capture a single city? The defenders will heal just as fast as your troops will... If you're taking a city with a larger stack of less-advanced units you have to essentially "suicide" a bunch of units first to weaken the defenders and then fight weakened defenders with fresh troops to level the playing field -- this all must be done IN THE SAME TURN OR THE DEFENDERS WILL JUST HEAL! What you are incinuating is that your units are going to weaken all the defenders units somehow without dying, then get healed by the super-healer without defenders healing.... that doesn't make sense man -- you're going to have to explain this "strategy" of yours in more detail.

No, but a couple of cannons with properly upgraded grenadiers will, which are all units available about the same time riflemen are.

Right, so, right back to what I was saying about not letting the AI get a tech lead... even playing field... what's your point?

But the units you have around the time of airships aren't "obsolete," they're just incapable of countering airships.
It doesn't. Pillaging only funds your war efforts and it takes almost no brainpower whatsoever to do.

Pillaging only funds my war effort? I think it also weakens my enemy. I take it you never use "strategic positioning" to position yourself on top of Julius Caesar's Iron Mine and pillage that either? Bismarks Oil Well? OH, wait, I forgot that there are is no positional strategy in civ, my bad.

Yeah, so would nuclear bears that cause global warming spawning as barbarian units in the ancient age. I guess there are just some layers of strategy that are kind of stupid, huh?
Because when you actually play on an appropriate difficulty level, many of those are not options because you are losing.

Nuclear bears in the ancient age aren't plausible... this is just another ridiculous example of your concession of the arguement.

Because, once again, if you're actually playing on an appropriate difficulty setting, you should be losing for most of the game.

Immortal.
 
^^ :lol:

Attack the difficulty I play on, sure sure. Looking at some of my other posts will tell you that the lowest difficulty I play (unless playing MP with my girl) is Emperor and the most common is Immortal, so moving up two difficulty levels is going to require some sort of mod for me.
Well, then obviously AI has not reached a competency level to deal with your abuse of its design flaws.
Attacking coastal cities that aren't well defended because the AI has a stack on my border is an exploit?
Yep. The AI has an established and widely-accepted inability to defend its coastal cities. Using that strategy every time you need to attack an AI is a borderline exploit. A human player would adapt and crush you.
One word: Immortal.
One word: exploits. You'd be crushed by a human player who can actually adapt and fix the holes in their behavioral algorithms.
Right, right, and civ doesn't have positional tactics on one side of your mouth while the other side complains that the enemy has more airships in position to attack your troops than you have airships to attack his -- who's the ******?
You. You clearly do not understand the term "positional tactics." It means flanking, striking weak points in a battle line, or otherwise moving your troops in such a way that you have an advantage. Every soldier is in a position, but that doesn't mean he's using positional tactics. I always find it hilarious when my debate opponent not only grossly fails to understand a well-understood and accepted term that he would have known the definition of if only he had looked it up, but also makes an ad hominem attack regarding my intelligence level because he doesn't understand what the term means and thinks he does.
Immortal.
Human player would crush you.
You are missing the point. "Neutralizing" airships by building your own serves the same purpose as "countering" (killing) them does, and here is why:

Your airships can damage enemy troops an equal amount as enemy airships can damage your troops, therefor both sides having airships (and positoning them correctly - even though thats not part of civ) is the same as neither side having them.
False. Your troops need to move. Troops don't usually heal while moving. If even one man in their stack has a medic promotion, the best you can hope for is that their troops will have taken one airstrike each while yours have taken two.
Well then maybe you shouldn't play civ, because the tech leader is always going to have an advantage when it comes to countering and destroying units, thats just how the game has been since civ 1.
You're avoiding the argument. You're attempting to justify a broken unit by saying "well, if you're just massively in the lead, you can counter it easily!"
Wait, more evidence that i'm not very good at strategy? I didn't know you had any other evidence to that effect, seeing as how I'm not the one that can't figure out how to beat airships but I play on immortal.
Oh I can beat them, they're just not fun.
Please note that your "combined arms" stack of crap is going to get owned by a half-size stack of combined arms units from the next era -- tech lead dominates wars (provided you actually build units) and that is just how civ is -- ESPECIALLY in civs 1 through 3 where the combat system was set up differently with serparate ratings for Attack and Defend. You're talking out of that stinkhole again.
Dodging the argument again. Tell me one unit that you get at approximately the same time as airships that can destroy an airship and I'll give you a cookie. And remember: a unit that you'd only have if you have a massive tech lead doesn't count.
How is the medic III going to help you capture a single city? The defenders will heal just as fast as your troops will... If you're taking a city with a larger stack of less-advanced units you have to essentially "suicide" a bunch of units first to weaken the defenders and then fight weakened defenders with fresh troops to level the playing field -- this all must be done IN THE SAME TURN OR THE DEFENDERS WILL JUST HEAL!
Yeah, I guess if you suck that could be true. I generally lose about 20-25% of my attacking stack most of the time at the most. Of course, if you actually take into account what type of unit your opponent has the least of and bring appropriately-upgraded counters for each of those units (i.e. use strategy), you can pick off those weakest units and then you will have a massive, massive advantage in attacking the rest of the city's stack.
What you are incinuating is that your units are going to weaken all the defenders units somehow without dying, then get healed by the super-healer without defenders healing.... that doesn't make sense man -- you're going to have to explain this "strategy" of yours in more detail.
Well, let's say your opponent hasn't built as many spearmen as other units. What you then do is bring a stack with a large amount of mounted units; some upgraded with additional withdrawal bonuses, some upgraded with shock promotions, and possibly a few with combat promotions depending on what the rest of the city defenders look like. You also bring a small amount of general city attack units such as swordsmen and, of course, catapults. After knocking down the defense, you need to sacrifice a few mounted units on the spearmen first (unless you get lucky and some withdraw), but once those spearmen are damaged enough that their odds to beat your mounted units are lower than the odds of the other units in the stack, you can use your more fine-tuned mounted guys to damage (more often destroy) the non-spearman units. The problem is that most cities are defended by so many guys that you either need a huge stack for this or it will take you multiple turns. The Medic 3 promotion means that anyone who withdraws will heal up, anyone who wins will be ready for another attack in a couple of turns, and any incoming counter-attack would necessarily have to deal out a massive amount of casualties in order to avoid your guys just being fully healed in 2-4 turns. This strategy is easiest in the early era since the counters are more defined then (and therefore their units stand less of a chance against something they aren't designed to counter), and it's especially easy if you have elephants, which are almost strong enough to kill spearmen on their own anyway. It also becomes less viable as your opponent has more general-purpose defenders; a huge stack of longbowmen with just a couple of specialist units is more effective against a strategy like this than a more diverse defense force because each longbowman will always have a decent chance to kill one of your guys (and when I see a huge stack of longbowmen, I use more conventional "massive attack" tactics).
Right, so, right back to what I was saying about not letting the AI get a tech lead... even playing field... what's your point?
My point is that in any given era with two people who are even in terms of tech, each should be able to counter and destroy their opponent's units.
Pillaging only funds my war effort? I think it also weakens my enemy. I take it you never use "strategic positioning" to position yourself on top of Julius Caesar's Iron Mine and pillage that either? Bismarks Oil Well? OH, wait, I forgot that there are is no positional strategy in civ, my bad.
Once again, that's not a matter of positioning. It's a matter of "oh, there's an effing mine there, I should go break it because the AI isn't smart enough to defend its strategic assets."
Nuclear bears in the ancient age aren't plausible... this is just another ridiculous example of your concession of the arguement.
No, it's just another ridiculous example of your logic. I just used your exact train of logic to come to the conclusion that nuclear bears would be just as good for the game as airships, since they add another "layer of strategy." Basically, the point is that the argument "it's good because it adds another layer of strategy" is wrong, since nuclear bears would definitely add another layer of strategy and they obviously wouldn't be good.
 
So you take advantage of the fact that the AI is a ****** and doesn't know how to properly defend coastal cities. If the AI was smart, all of your ships would be airstruck by Airships, then sunk by their respective counters. Of course, the AI isn't smart enough to do that and you take advantage of it in a manner approaching an exploit.

Not so fast!

I was blockading Hannibal with pairs of promoted privateers. He used airships to knock them down 30%, then sent a handful of caravels out of at least half of his ports the same turn to try to finish off the privateers. Hannibals survivors returned to port to heal. He could turn out caravels faster than I could re-enforce my privateers, and they couldnt heal on station under aerial assault. I shifted privateers from city to city as best I could. In a few turns I abandoned the blockade completely.

The A.I. didn't attack too soon, and it didn't wait too long. It attacked when it had enough to break the blockade. That seemed smart enough to me.
 
Wouldn't the Destroyer be a good counter to an Airship? Combustion comes around the time of Physics. So there is a counter to Airships. A Destroyer! This means your ships are safe from attack while they drop off troops in enemy territory from the coast. Put enough Destroyers in and the airship is blown up...
 
Well, then obviously AI has not reached a competency level to deal with your abuse of its design flaws.

I think it's unfair for you to say this, you're only making wild assumptions about the way I play. I merely mentioned a few strategies that are an alternative to the "massive SoD" which you said was the "only" way military action succeeds in civ. As for exploiting the AI? Yeah, you're totally right, why would I stop Hatty from winning a cultural victory in 50 turns even though she hasn't defended her cities with anything but musketmen yet because she invested everything into culture? That wouldn't be a good strategy, it would just be exploiting the game and not simply using strategy clearly defined in the Art of War.

"He will win who, prepared himself, waits to take the enemy unprepared." - Sun Tzu

Yep. The AI has an established and widely-accepted inability to defend its coastal cities. Using that strategy every time you need to attack an AI is a borderline exploit. A human player would adapt and crush you.

Well, first of all I never said that I use that strategy "every time I need to attack an AI," you just assumed that. Again, I merely pointed out that it was one way of going about things that is an alternative to the "massive SoD that walked through the enemy lands." You should stop putting words in my mouth, along with making rash assumptions as that is just another sign of a losing arguement.

One word: exploits. You'd be crushed by a human player who can actually adapt and fix the holes in their behavioral algorithms.

Ok... this is just a rash assumption again. Have you ever seen me play the game? You're just piecing together a large assumption based on a statement I made about it being good strategy to attack the enemies weak points.

You. You clearly do not understand the term "positional tactics." It means flanking, striking weak points in a battle line, or otherwise moving your troops in such a way that you have an advantage. Every soldier is in a position, but that doesn't mean he's using positional tactics. I always find it hilarious when my debate opponent not only grossly fails to understand a well-understood and accepted term that he would have known the definition of if only he had looked it up, but also makes an ad hominem attack regarding my intelligence level because he doesn't understand what the term means and thinks he does.

In my interpretation, "postional tactics" are on a much larger scale in Civ. Doesn't taking a city on the back-end of an empire that is poorly defended using ships fall into the definition of "Flanking?" Doesn't attacking the weakest city you have access to equate with "striking weak points?" Sure, it's not "advanced micromanagable positional tactics" like you are trying to describe, but to say that positional strategy doesn't exist in civ at all is absurd.

Secondly, I never made an ad hominem attack on you, I merely threw back an insulting word you used about the AI earlier in a rhetorical form. In your post, you directly applied that term to me and then in the next breath you are condemning ad hominem attacks. Hypocrite?

Human player would crush you.

How do you know? You've never played a game with me or seen me play a game. You have no idea whether I'm good at the game or not, and frankly it doesn't even matter.

False. Your troops need to move. Troops don't usually heal while moving. If even one man in their stack has a medic promotion, the best you can hope for is that their troops will have taken one airstrike each while yours have taken two.

You are right that troops don't heal while moving, but if you have big enough stacks (plural - and as you should at this era of the game) you will have more troops that can be air struck in a single turn. You should be able to move a few turns and heal all the damage from 3 air strikes. Of course, this doesn't always work and I don't feel the need to make a ridiculous blanket statement to try to make myself seem right about everything. I was merely providing an example of yet another thing that can partly neutralize the advantage of enemy airships.

You're avoiding the argument. You're attempting to justify a broken unit by saying "well, if you're just massively in the lead, you can counter it easily!"

I'm not avoiding the arguement, I'm establishing a precedent in the civilization series. It's only your opinion that the unit is broken.

Oh I can beat them, they're just not fun.

Wait... I'm avoiding an arguement?

Dodging the argument again. Tell me one unit that you get at approximately the same time as airships that can destroy an airship and I'll give you a cookie. And remember: a unit that you'd only have if you have a massive tech lead doesn't count.

You've become so fixated on the destruction of the airships that you're not seeing the bigger picture. Airships dont need to be destroyed right away because there are effective ways to neutralize them. Besides, ANY unit that can destroy another unit can kill an airship. How? You capture the city it's based in. Gimme my cookie :). How to capture cities with airships in them? I've described that to you in several forms, apparently they are all exploits though. I probably should just send my troops into enemy territory one by one to make sure the AI can keep up with my strategy.

Yeah, I guess if you suck that could be true. I generally lose about 20-25% of my attacking stack most of the time at the most. Of course, if you actually take into account what type of unit your opponent has the least of and bring appropriately-upgraded counters for each of those units (i.e. use strategy), you can pick off those weakest units and then you will have a massive, massive advantage in attacking the rest of the city's stack.

Well, let's say your opponent hasn't built as many spearmen as other units. What you then do is bring a stack with a large amount of mounted units; some upgraded with additional withdrawal bonuses, some upgraded with shock promotions, and possibly a few with combat promotions depending on what the rest of the city defenders look like. You also bring a small amount of general city attack units such as swordsmen and, of course, catapults. After knocking down the defense, you need to sacrifice a few mounted units on the spearmen first (unless you get lucky and some withdraw), but once those spearmen are damaged enough that their odds to beat your mounted units are lower than the odds of the other units in the stack, you can use your more fine-tuned mounted guys to damage (more often destroy) the non-spearman units. The problem is that most cities are defended by so many guys that you either need a huge stack for this or it will take you multiple turns. The Medic 3 promotion means that anyone who withdraws will heal up, anyone who wins will be ready for another attack in a couple of turns, and any incoming counter-attack would necessarily have to deal out a massive amount of casualties in order to avoid your guys just being fully healed in 2-4 turns. This strategy is easiest in the early era since the counters are more defined then (and therefore their units stand less of a chance against something they aren't designed to counter), and it's especially easy if you have elephants, which are almost strong enough to kill spearmen on their own anyway. It also becomes less viable as your opponent has more general-purpose defenders; a huge stack of longbowmen with just a couple of specialist units is more effective against a strategy like this than a more diverse defense force because each longbowman will always have a decent chance to kill one of your guys (and when I see a huge stack of longbowmen, I use more conventional "massive attack" tactics).

Actually that sounds like a pretty good strategy, it sounds like a great way to go about attacking a well defended city with weaker troops... Especially if you have Elephants, they do own. I'd just like to point out that it's a widely known weakness of the AI that it doesnt build adequete defensive seige units or always know how to effectively counterattack a stack such as yours parked next to it's city -- which is one of the reasons I like airships -- because it helps the AI repel a stack in it's territory. If the AI was as smart as a human (merely using your own arguement against you), it would counter-attack your weakened units with seige units and then a stack of its own while you are healing. If the AI doesn't even have enough units, that is a different story, but if your weakened stack is parking turn after turn outside his city slowly picking units off... I don't feel that you're using an exploit, however you're putting your hypocracy on blatant display again by asserting that a portion of my wide variety of tactics is an exploit while describing a quite similar situation in your own games. Both involve taking advantage of bad strategy by the opponent, which I don't feel is exploiting anything because that's what you're supposed to do in a strategy game -- react to what your opponents do. If my opponent doesnt defend his coastal cities well but has a huge stack on my border, i can attack his coastal city but still must deal with the stack on my border... and I would define that as large-scale "flanking."

One more question (in all seriousness): How do you "pick off those weakest units" in the AIs stack turn after turn when the defending stack gets to choose who defends and also heals as much as you do each turn (provided medic I or II)? As far as I know, the only way to do that would be to damage all stronger units first. I usually find similar strategies to be too risky for my own playstyle, but thats me. I usually like to live by the Sun Tzu quote:

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win."

I'm not trying to be an ass, I really want to know how you do it.


My point is that in any given era with two people who are even in terms of tech, each should be able to counter and destroy their opponent's units.

You can counter them by neutralizing their effects with your own airships and destroy them by taking out the city they are in. This is the only way to destroy that pesky early AI Destroyer that keeps hiding in it's port too, so it's not just airships.

Once again, that's not a matter of positioning. It's a matter of "oh, there's an effing mine there, I should go break it because the AI isn't smart enough to defend its strategic assets."

Actually the AI does attempt to defend its strategic assets with usually 2 standard defense units, on harder levels anyways. Please explain to me how attacking and then positioning your units onto enemy strategic assets is NOT a matter of positioning, just so I understand where your coming from there. I feel we're just arguing semantics here and should probably focus on the parts we actually disagree on :).

No, it's just another ridiculous example of your logic. I just used your exact train of logic to come to the conclusion that nuclear bears would be just as good for the game as airships, since they add another "layer of strategy." Basically, the point is that the argument "it's good because it adds another layer of strategy" is wrong, since nuclear bears would definitely add another layer of strategy and they obviously wouldn't be good.

You're putting words in my mouth again and mis-guilding my train of logic. Airships add a layer of strategy to the game because they require players to use more creative attack/defend schemes, nerf some existing gambits that some players (myself included) were accostomed to using often, and add variety to an era in which I had grown bored with the repetitive wars. Airships also have some place in the game because they are somewhat plausible in an alternative history as a moderately effective weapon. For these reasons, it is my opinion that airships are a good addition in this game. It's easy to say that my logic is broken if you leave out any reasoning I used to reach my opinions and instead summarize it up in a blanket statement about randomly adding things to the game.
 
I've heard that Hannibal's naval AI is better for some strange reason.

It seems that way to me, but I figured it was one of those :spear: things.


I still remember my first warlords game with Blake's better A.I. ...

Me and my vassal had one continent, Peter and Hannibal had another. Hannibal was going for a space race victory, so I went to war on their continent to disrupt him.
I had oil, he didn't, Peter did. Hannibal got Peter's help. My tanks were busy with Peter's.

I normally do some things to run my civ the way I think it should be run (rather than what's the best way to use resources to win ) such as station a screen of frigates/ destroyers beyond my coasts to alert me of an invasion and possibly stop it, even though the A.I. couldnt conduct a proper amphibious assault in Warlords, or so I thought.

I saw Hannibal's task force coming towards my continent, and easily shifted adjacent destroyers to finish off his frigates, etc. Not too bright, right?

It was a diversion. Next turn two unescorted galleons of his cavalry went through the square where my my destroyer had been and went straight to my only oil. He managed to to pillage it and the nearby railroads before I could eradicate all of the cavalry. It was a major setback for me.

I find it really enoyable that all leaders no longer play the same way. I think that's a great improvement to the A.I. Thank You Blake!:goodjob:
 
Hey there, I'm back.

I've now got a tweaked version of Airship. It has 8 range, still comes with physics and can see subs, but now it can only bomb city defenses tile improvements, not units. I also added a Biplane availabe with physics, but requiring oil, with 75 percent intercept chance, 5 range and moderate attack against units (double against naval).

So, the airship is a situational siege weapon/tile bombard, not a unit killer. Additionally, the early Biplane can shoot down said siege weapons and attack units. Mostly though, the airship is great for long range recon flights and spotting subs. To this end, the Explorer can now upgrade to Airship, which now upgrades to bombers with Radio.

Anyway, I think it's balanced enough, it does less damage than cannons to city defenses and can't attack units. And it has a counter that comes sooner than flight. I like it, and the AI knows who to use it.
 
Hey there, I'm back.

I've now got a tweaked version of Airship. It has 8 range, still comes with physics and can see subs, but now it can only bomb city defenses tile improvements, not units. I also added a Biplane availabe with physics, but requiring oil, with 75 percent intercept chance, 5 range and moderate attack against units (double against naval).

So, the airship is a situational siege weapon/tile bombard, not a unit killer. Additionally, the early Biplane can shoot down said siege weapons and attack units. Mostly though, the airship is great for long range recon flights and spotting subs. To this end, the Explorer can now upgrade to Airship, which now upgrades to bombers with Radio.

Anyway, I think it's balanced enough, it does less damage than cannons to city defenses and can't attack units. And it has a counter that comes sooner than flight. I like it, and the AI knows who to use it.

So do you have a link to your special forces fellow, biplane and other mods?
I'm starting to get really interested.
 
My only beef with the airship is it gets used far too readily and has a MASSIVE impact on the game for something which historically didnt have much impact at all.

Tanks, yes, they were groundbreaking and smashed through infantry. Planes, yes when used properly they smashed ground troops and made it easy for others to follow up and finish them. But when were airships so groundbreaking?

I was having a great game in my latest game, fighting it out with Peter, he was gaining ground with his superiour numbers but i was making a valiant stand, defending in cities and woods. Then what?... Airships, 4 or 5 attacks each turn by airships from nearby cities and then his units walk over my remaining units, killing each one straight.

No airships are not that powerfull but the 10-15% damage they do each makes a big difference in a battle.

I for one dislike the feel they give to the game and wish there was a counter at least like biplanes or that they could only scout.

Its strange because the other unit i hate, the Ironclad hardly appears in my games, i have only ever seen a few ironclads in rare games so i can live with it. But zepplins, too many!!!

Well rant over...
 
Maybe airships would be better in the game if you could only have 2 per city? I do like them, but I also think a good tweak would be to make them somewhat less likely to be abused.

Still, you can build your own airships to fight back... I got rocked by airships in my first BtS game too... but only the first one :)
 
Back
Top Bottom