I think we need to specifically test Songhai, Denmark and Spanish Conquistadors and how they function with the new system because if the new system is to stay and make to the next versions these specific civs would need some adjustments especially the Songhai war Canoe and extra defense on embarkation for conquistadors.I would recommend (similar to Morocco), remove Songhai from the list of civs at the moment... lets try it out. If it looks reasonable, then we pound the details of these issues. If it doesn't....then we saved some time.
Nah, 1st test if the system is ok in general and then tweak those civs if we keep it. Not the other way around.I think we need to specifically test Songhai, Denmark and Spanish Conquistadors and how they function with the new system because if the new system is to stay and make to the next versions these specific civs would need some adjustments especially the Songhai war Canoe and extra defense on embarkation for conquistadors.
could cause issues if moving a unit into a city or fort that you are trying to garrison there. They would block naval movement through that city and they wouldn’t be able to attack until they disembark onto an adjacent land tile (thus Ending their turn outside the city). This would be especially bad for ranged and siege units that you are trying to move into cities to fortify them against attacks. I think this would cause more problems for defensive positioning than it would solve for unit movementi foresee traffic jams in some coastal areas, and perhaps unintended blockades, maybe gameable by human, but otherwise am eager to give this a shot.. i can see how it might be simpler for AI to analyze
since defensive CS will now be same regardless of embarked status, consider allowing already-embarked units to pass through canals/cities staying embarked (ie to count as a naval unit for stacking purposes until they enter a tile that does not allow naval movement)? will be a slight help to moving units out of the way and on to their destination, with fewer tile choices available for movement (otherwise units have to disembark and reembark, costing 2 extra turns to move through such tiles)
I think we need to specifically test Songhai, Denmark and Spanish Conquistadors and how they function with the new system because if the new system is to stay and make to the next versions these specific civs would need some adjustments especially the Songhai war Canoe and extra defense on embarkation for conquistadors.
To clarify how these patches work, does this latest patch also include the changes from the previous one - e.g. the Morocco fix?
What about embarked -30%, war canoes +30% and embarked with defense +30%? If they can't retaliate the numbers look fine.
I completely agree that things like double CS while embarked need to be changed if this alternate model stays....but before we spend a lot of forum time and code changes debating what to do about it.... can we try the new model and decide if we are actually going to use it?
Because if we revert to the old way all of this debate is wasted time.
I would recommend (similar to Morocco), remove Songhai from the list of civs at the moment... lets try it out. If it looks reasonable, then we pound the details of these issues. If it doesn't....then we saved some time.
Double embarked defense is a Boolean code. I think the easiest, most immediate fix is to give naval melee/ranged/sub units a +100% bonus vs embarked units. I also agree that giving subs additional bonuses vs embarked units in their promotion tree is a great idea.Conquistadors keep their embarked defense on upgrade as well. Taken to the extreme picture a 150 strength Giant Death Robot with a bonus on top of this. Even if they remove retaliation it's going to be taking next to no damage from anything thrown against it.
could cause issues if moving a unit into a city or fort that you are trying to garrison there. They would block naval movement through that city and they wouldn’t be able to attack until they disembark onto an adjacent land tile (thus Ending their turn outside the city). This would be especially bad for ranged and siege units that you are trying to move into cities to fortify them against attacks. I think this would cause more problems for defensive positioning than it would solve for unit movement
As proposed here, if there is no hard bonus for naval units vs embarked units, I simply won’t build naval units. Naval won’t be able to lay enough damage on embarked units; I will simply create larger land armies, absorb whatever damage an opposing navy tries to deal as I invade their continent, and Carry out a land war. Unless sea domain units can make utter mincemeat off land domain units, I see no reason to dilute my war production with them.
Based on what ilteroi has said about how this reduces AI logic and makes substantially lighter code with fewer exceptions, I think this is here to stay. That means we don’t need to test it as a concept, we need to test balance around it.
fixing “the background“ is CPP’s main goal. The project is about making a fun and balanced single player experience around competent AI opponent. Fixing embarkation logic and streamlining the rules will help late game stability and help the AI be better at controlling its units. Both of these things are noticeable to the end user.What actual effect does making the code "lighter". When everything was working fine before, what possible reason does making things work better in the background when they have been working fine in the foreground?
fixing “the background“ is CPP’s main goal. The project is about making a fun and balanced single player experience around competent AI opponent. Fixing embarkation logic and streamlining the rules will help late game stability and help the AI be better at controlling its units. Both of these things are noticeable to the end user.
but they have to be weaker and less useful embarked as they are on land. This change causes a few problems:
- How do you make naval units strong enough in their own domain that they are still necessary, if they can’t protect land armies
What actual effect does making the code "lighter". When everything was working fine before, what possible reason does making things work better in the background when they have been working fine in the foreground?
What actual effect does making the code "lighter". When everything was working fine before, what possible reason does making things work better in the background when they have been working fine in the foreground?
It seriously seems like making changes for changes sake. Problem is from end users prospective we get to go though months of balancing and adjusting. Time that, with all due respect, could be used to fix and adjust broken things like trade deal logic (impossible deals), the whole event system that is full of bugs and out right broken in some areas.
I honestly appreciate the free hard work being done though. This is all just constructive criticism.