City Development

I don't think naval workers are a good solution when there are so few naval improvements to build. In many games I will have ~4 naval improvements, total.

could regular workers create improvements while embarked? this sounds like c++, but would seem to be an AI friendly resolution to the issue...

great people can conduct missions while embarked, if that mechanic is any help.
 
If we could do something like this, that would be great, but I think it would need a lot of AI work.
 
Replacing the Workboats with Workers is something I've advanced a few times already. It just doesn't make sense that they made every unit embarkable but still want us to micromanage building two worker units, one of which gets consumed while the other doesn't...

The thing with the sea ressources is it probably could be solved quite easily, by giving the Naval Units the Zone of Control they deserve. It even makes a bit more sense for the Ships as they are not as static as land-based armies, so they should react to incoming enemy ships zapping by the heavy warships and taking out the transports... Instead you need to have your transport units totally surrounded by ships if you want to be safe...
 
Well, even ignoring AI, there are some other weird problems.
Do we want to prevent workboats from being built before optics?

The thing with the sea ressources is it probably could be solved quite easily, by giving the Naval Units the Zone of Control they deserve.
Expanding ZoC on naval units would have basically no impact, because the AI isn't using naval units to screen resources or anything else; it has its navy hug the shore next to its cities when it is not exploring. It is possible that by coincidence there might be some AI naval units next to their oil rig, but this doesn't happen systematically.
I don't think increasing naval ZoC would change the game much; it might make it a bit easier for the human, who would understand the ZoC better, but otherwise not much difference.
 
In v108.1 beta I increased the cost of early cultural border expansion in cities. The availability of early sources of border expansion increased significantly in the past year. This is from the Liberty opener, Military Caste, cultural citystates, cheaper monuments, etc. I like the effects on policy rate but feel it reduced the importance of border expansion, so this counteracts it.
 
Well, even ignoring AI, there are some other weird problems.
Do we want to prevent workboats from being built before optics?


Expanding ZoC on naval units would have basically no impact, because the AI isn't using naval units to screen resources or anything else; it has its navy hug the shore next to its cities when it is not exploring. It is possible that by coincidence there might be some AI naval units next to their oil rig, but this doesn't happen systematically.
I don't think increasing naval ZoC would change the game much; it might make it a bit easier for the human, who would understand the ZoC better, but otherwise not much difference.

If I may ask a semi-tangential question, how does naval ZoC work with submarines? And as a follow up, does that differ for ships that are capable of detecting submarines?
 
Subs have normal ZoC and suffer from ZoC normally. Any unit can see a sub when in an adjacent tile.

The human player can also spot subs by holding down the right mouse button and looking for the red circle tile on open ocean that they can't move to.
 
So, correct me if I'm getting this wrong, if there is a ZoC being generated by, say, an ironclad, which has no way of spotting the sub, the sub will still be affected by the ironclad's ZoC?
 
Yes, because the Ironclad CAN spot the sub if the sub is next to it.
 
I think, in a perfect world, naval units would have a ZoC based on their firing range, subs could ignore ZoCs from other ships, except for dedicated sub hunter units, and the AI would know how to use this. What a beautiful dream...
 
Naval AI improvements are way more important than messing around with ZOC.

But yes, it's a nice dream.
 
Playing v112, I've noticed that the city-placement AI is a little funny - when I popped out my first settler, the game was suggesting a spot literally 20 tiles away from my capital! Another civ (Russia) chose a spot a similar distance away from their cap and immediately lost it because it was directly between a civ and a CS it was at war with. Ironically the spot the game thought would be best for me was right next to Russia's capital.:crazyeye:
 
For a while there's been a problem where the AI placed cities too rigidly, so I've been experimenting with variables to give it more flexibility in picking city sites. It'll take a while to get the balance just right but I'm working on it. :)
 
There had been a lot of talk about the AI not building enough walls. My own sense of it is that the nerfing of city defenses is why there seemed to be a problem (recently addressed, as you know). In terms of walls, my anecdotal view is that the AI seemed to pop walls when under attack, but does less of this now. Is that possible?
 
There are variables that encourage construction of city defenses when losing wars or on the defensive. The problem should be solved in recent versions, though, v116 and up.
 
VEM limits the number of mounted units most civs have, and this makes the stable much less attractive than a furnace. Should this be compensated in some way? I'm not a particularly big fan of every building being a potentially likely build, but this is the way VEM has gone, so I'm trying to be consistent.
 
The other nerf to the stables was the introduction of stone, which reduced the number of cows around. Stables were good when you would sometimes have 3-4 pastures from cows/horses, that is less common now.

I prefer the design concept of having some niche specialist buildings.

But if you wanted to make it more generalist, one possibility would be to make it into a tannery, remove (or not) the mounted bonus and extend the bonus to camps.

To keep it more specialist, a build cost reduction or boost to the mounted production or free xp for mounted units could be added.
 
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