AI's ice-locked fleets

saamohod

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Jul 22, 2014
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Unoccupied Ukraine
I'm probably not the first person noticing it or asking this question.
Is it possible to implement some sort of sanity checks that would prohibit AI building fleets in situations like shown in the screenshot? Especially when it comes to melee fleets.

20230329200447_1.jpg
 

looorg

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Dec 22, 2010
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The city states does it to. At least if the area is small, and it usually is they only build boats to have one in each space. A range ship might be useful here to keep the land safe but melee boats are just blockers. The Ironclad in the picture could be good as a defensive unit protecting the city, bad outside, but the ranged ships could be "ok" on the defence here protecting the city. Even tho they'll get into eventual problems as they won't be able to get to safety and heal if the siege is long (they might be able to rotate in and out of the city but it's not a long term solution).
 
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looorg

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AFAIK ships no longer contribute to the defense value of a city.
I think they do unless it was a very recent change. Not sure if it works if you have a normal unit in it tho. If you dont have a land unit i think it still does, but i could be wrong.
 

CppMaster

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Feb 13, 2018
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I think they do unless it was a very recent change. Not sure if it works if you have a normal unit in it tho. If you dont have a land unit i think it still does, but i could be wrong.
Yeah, in 3.2:
Naval units in cities no longer modify city strength, and the AI will not use them as garrisons (they do still soak up damage if garrisoned)
 

looorg

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Dec 22, 2010
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Yeah, in 3.2:

Great. Now we know then. I guess they still somewhat serve a purpose then as a garrison unit as it soaks up some damage even tho it doesn't increase the city and city bombard strength. Which makes me wonder, it was previously (or at the same time) also changed for great generals etc? They don't improve city strength either anymore even tho they I guess boost the unit). Or?
 

azum4roll

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Jul 17, 2018
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there already is a check. no idea what went wrong here. weird
Please check if it's due to the coordinates of those CS waters being "out of bounds". Two water tiles are always placed at game start (before resource placement, I'm not sure when) if a CS is spawned at the northern/southern edge. Those coordinates are normally always ice.
 
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