Batolemaeus
Chieftain
- Joined
- Sep 24, 2010
- Messages
- 8
Now, I have a slight problem observing regular civs, but I had lots of time to watch a city state that I've been propping up with units do incredibly stupid things:
a) Spreading bombardments over lots of melee units while slowly getting killed by archers. The AI will spread fire over lots of melee units just standing around its city, letting them heal during the rounds, instead of focusing ranged attacks on one unit at a time. The only exception is when the ranged unit could kill a badly damaged enemy unit in one round. Then it will attempt a finishing blow. But if that doesn't happen due to the damage spread too much, an invader won't even lose a single unit despite having enough ranged units to kill one or two units per round.
b) Also, it seems that the AI is completely ignoring ranged attacks. Units won't flee at low health in a siege scenario, so it's perfectly possible to see a unit get killed over the process of a dozen rounds.
c) I've never, ever, seen a city state retreat it's units to heal them. They will happily waste promotions on insta-heals, but never let a unit fortify until it's healed. In that way, they're like barbarians. I have no idea whether this is intended or not, but it feels out of place.
d) An AI bug that I've observed from regular civs too: A unit will enter enemy territory, get bombarded, retreat in the next round, only to enter enemy territory again. This repeats ad nauseum. It's not like i wouldn't do similar things to level up units, but..
c+d means that city states will happily suicide units over the course of many rounds. I've just watched a city state do just that over the course of over 50 rounds with several units!
Look at this: The cannon in the top right goes to the marsh tile (of all places!), ends the round, gets bombarded by Gao, moves back to the starting point in the next round, only to repeat the process. Unless the city state is disrupted, this process is repeated until the cannon dies without ever firing a shot.
a) Spreading bombardments over lots of melee units while slowly getting killed by archers. The AI will spread fire over lots of melee units just standing around its city, letting them heal during the rounds, instead of focusing ranged attacks on one unit at a time. The only exception is when the ranged unit could kill a badly damaged enemy unit in one round. Then it will attempt a finishing blow. But if that doesn't happen due to the damage spread too much, an invader won't even lose a single unit despite having enough ranged units to kill one or two units per round.
b) Also, it seems that the AI is completely ignoring ranged attacks. Units won't flee at low health in a siege scenario, so it's perfectly possible to see a unit get killed over the process of a dozen rounds.
c) I've never, ever, seen a city state retreat it's units to heal them. They will happily waste promotions on insta-heals, but never let a unit fortify until it's healed. In that way, they're like barbarians. I have no idea whether this is intended or not, but it feels out of place.
d) An AI bug that I've observed from regular civs too: A unit will enter enemy territory, get bombarded, retreat in the next round, only to enter enemy territory again. This repeats ad nauseum. It's not like i wouldn't do similar things to level up units, but..
c+d means that city states will happily suicide units over the course of many rounds. I've just watched a city state do just that over the course of over 50 rounds with several units!
Look at this: The cannon in the top right goes to the marsh tile (of all places!), ends the round, gets bombarded by Gao, moves back to the starting point in the next round, only to repeat the process. Unless the city state is disrupted, this process is repeated until the cannon dies without ever firing a shot.