michael20y
Chieftain
- Joined
- Oct 20, 2011
- Messages
- 16
Hello,
I am a long time player of Civ4 and more recently Civ4:BTS.
It is a great game but I have observed some issues with BTS.
1) Enemy units seem to have a very far line of sight
I have experienced this many times, especially with naval units. Even with a destroyer (that can travel many squares in one turn), the enemy destroyer on my tail would always be able to track me and remain on my trail.
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2) Enemy siege units do a greater amount of collateral damage
Comparing between player's siege units and the AIs' with equal promotions, the AI siege units do much more collateral damage per attack. It also inflicts the damage to the maximum number of units whereas player siege units almost always affects less AI units.
Added comment - 21 Oct
I am referring to siege units from AI civs that are used to attack my cities as compared to mine attacking theirs, not against barbarians. I observed that even when those units are with equal promotions, enemy siege reduce my defenders to significantly less health, all else being equal. Actually it happens not only with collateral damage but with direct attack damage as well As far as I've observed, this happens all the time.
Added comment - 22 Oct
I have attached screenshots for the collateral damage issue from my latest game, which is at warlord difficulty :
I have 4 catapults based in the city of Konya, each with the increased collateral damage level 1 promotion.
The AI has a huge stack of units and a number of catapults (screenshot 2).
I attack with each of my 4 catapults. The number of units affected by collateral damage for each catapult attack are : 3, 5, 3 and 3.
The next screenshot shows the number of my units affected by collateral damage after numerous catapult attacks. The numbers are : 6, 5, 5, 5, 5, 6, 6, 5 and 6
This is the umpteenth time that I am observing this in all my games.
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3) AI civilizations build their cities to restrict free land available to human players
I've noticed this happening at the start of the game. Neighboring AI civilizations build
their cities close to player cities first,leaving a significant chunk of land behind them. It is almost like forming a fence around the player restricting free land with which to colonize. This phenomenon is not isolated to one particular AI civ, all the neighboring AI civs seem to do this. I've always wondered why the AIs could build so many cities so fast until when I sent spies across their lands and discovered that the lands behind them are vastly empty.
Added comment - 21 Oct
From the replies thus far, it seems that this is a common strategy used by the AI civs. So is it a strategy used against human civs only ? Because even when the backyards of the AIs are vastly empty, neighboring AIs do not settle there.
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4) Incredible expansion of cultural borders of AI cities
This is very apparent when AI civs build cities in isolated locations. Places such as lone islands in the ocean, tile surrounded by jungles where there are no nearby food resources. The borders of those cities will expand, more than once, even when there are no cultural buildings built and no workers improving the lands. The cultural border of those cities expand faster and much further as compared to when I tried to build a city under the same conditions. Again I have observed this happening with more than 1 AI civilization.
Added comment - 21 Oct
To clarify the point on workers, what i meant to say was that there was no improvement done to the surrounding jungle terrain to beef up its production capability. Even if AI was able to adjust the culture slider, how would a new found (or captured) city, far away from their cultural influence and with virtually zero hammers, be able to culturally expand that quickly even faster than my own capital city would ?
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5) Unusual defensive bonus of AI cities
I am not sure how the defensive bonus (ie. denoted by the black castle icon) are determined but I have observed on all games played that the bonus of AI cities are significantly higher than my own. I am referring to the cities which have been established for a long time, not those newly built ones. The defensive bonus of the AI cities almost always range from 80 - 100% whereas my own are in the 40 - 60% range. This happens even when I am the most culturally advanced civ for more than a 100 turns.
Added comment - 21 Oct
Most times I noticed this after I have discovered gunpowder and I have my amazing large stack of rifleman approaching their cities. The black castle icon almost always displays 80 - 100%. I would assume this is caused by cultural influence since walls and castles do not have bonuses against gunpowder units.
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6) Incredible production capabilities of AI cities
The AI seem to be able to produce units at a much faster rate. This is especially so when I am at war with them. I've observed that this happens when the cities are out of my line of sight, and those are not the capital city either. These "hidden" cities are able to produce units at relatively fast intervals regularly but when I move my units to just within sight range, it is not able to do any more.that the cities are "visible", they are not able to do so anymore.
Added comment - 21 Oct
I understand about whipping and drafting but why would the cities whip and draft units when my units are not even within line of sight but instantly stop for long periods when I move within visibility ? Most times, that's what I would do when I notice an unrealistic number of enemy units being hurled at me; I move units to within sight of their cities and almost like magic, the enemy stops producing.
In fact, the only times I have not seen this happen is with barbarian cities.
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7) Incredibly elite AI units
I also observed that AI civs seem to have very elite AI units and a lot of those. By elite units I mean those with 4 or more promotions. During war time, each AI city seem to have at least 2 of these and not to mention the assault teams that come to attack my cities - there are amost always more than 50% of those in the stack. My own units (even with barracks, vassalage etc) will need to win a tremendous amount of battles to attain that kind of "eliteness" and some of these AI civilizations have never even gone to war before.
Added comment - 21 Oct
Yes, I understand that great generals can construct multiple military academies in a city but the fact I discovered when I drive them to extinction and explore the city details (I do that just to see how they manage to produce those elite units), only 2 or 3 of their cities have one military academy. With one academy and even with vassalage and theocracy, how would they have produced units with 4 promotions, without ever going to war before ?
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I do not have data or numbers to back up my claim. It is from playing the game that I have observed these issues.
I have experienced these issues in every BTS game I've played. Civ4, by comparison, does not have these problems. However, I prefer BTS because of its added features (for example the random world events and the additional civilizations) and would play it more often if only these issues can be resolved.
I would always be playing single player at warlord difficulty, huge map and marathon. I have tried patch 3.19 but have switched to 3.17 because aside from waiting time optimization, 3.19 seems to have these issues compounded.
Can anyone offer any advice if there are any patches or mods that would even-out these "unbalances" for BTS ? Does playing at a different game length or map size make a difference ?
Any other tweaks that would help ?
Thank You
I am a long time player of Civ4 and more recently Civ4:BTS.
It is a great game but I have observed some issues with BTS.
1) Enemy units seem to have a very far line of sight
I have experienced this many times, especially with naval units. Even with a destroyer (that can travel many squares in one turn), the enemy destroyer on my tail would always be able to track me and remain on my trail.
-------------------------------------------------------------------------------------------------
2) Enemy siege units do a greater amount of collateral damage
Comparing between player's siege units and the AIs' with equal promotions, the AI siege units do much more collateral damage per attack. It also inflicts the damage to the maximum number of units whereas player siege units almost always affects less AI units.
Added comment - 21 Oct
I am referring to siege units from AI civs that are used to attack my cities as compared to mine attacking theirs, not against barbarians. I observed that even when those units are with equal promotions, enemy siege reduce my defenders to significantly less health, all else being equal. Actually it happens not only with collateral damage but with direct attack damage as well As far as I've observed, this happens all the time.
Added comment - 22 Oct
I have attached screenshots for the collateral damage issue from my latest game, which is at warlord difficulty :
I have 4 catapults based in the city of Konya, each with the increased collateral damage level 1 promotion.

The AI has a huge stack of units and a number of catapults (screenshot 2).

I attack with each of my 4 catapults. The number of units affected by collateral damage for each catapult attack are : 3, 5, 3 and 3.

The next screenshot shows the number of my units affected by collateral damage after numerous catapult attacks. The numbers are : 6, 5, 5, 5, 5, 6, 6, 5 and 6

This is the umpteenth time that I am observing this in all my games.
-------------------------------------------------------------------------------------------------
3) AI civilizations build their cities to restrict free land available to human players
I've noticed this happening at the start of the game. Neighboring AI civilizations build
their cities close to player cities first,leaving a significant chunk of land behind them. It is almost like forming a fence around the player restricting free land with which to colonize. This phenomenon is not isolated to one particular AI civ, all the neighboring AI civs seem to do this. I've always wondered why the AIs could build so many cities so fast until when I sent spies across their lands and discovered that the lands behind them are vastly empty.
Added comment - 21 Oct
From the replies thus far, it seems that this is a common strategy used by the AI civs. So is it a strategy used against human civs only ? Because even when the backyards of the AIs are vastly empty, neighboring AIs do not settle there.
-------------------------------------------------------------------------------------------------
4) Incredible expansion of cultural borders of AI cities
This is very apparent when AI civs build cities in isolated locations. Places such as lone islands in the ocean, tile surrounded by jungles where there are no nearby food resources. The borders of those cities will expand, more than once, even when there are no cultural buildings built and no workers improving the lands. The cultural border of those cities expand faster and much further as compared to when I tried to build a city under the same conditions. Again I have observed this happening with more than 1 AI civilization.
Added comment - 21 Oct
To clarify the point on workers, what i meant to say was that there was no improvement done to the surrounding jungle terrain to beef up its production capability. Even if AI was able to adjust the culture slider, how would a new found (or captured) city, far away from their cultural influence and with virtually zero hammers, be able to culturally expand that quickly even faster than my own capital city would ?
-------------------------------------------------------------------------------------------------
5) Unusual defensive bonus of AI cities
I am not sure how the defensive bonus (ie. denoted by the black castle icon) are determined but I have observed on all games played that the bonus of AI cities are significantly higher than my own. I am referring to the cities which have been established for a long time, not those newly built ones. The defensive bonus of the AI cities almost always range from 80 - 100% whereas my own are in the 40 - 60% range. This happens even when I am the most culturally advanced civ for more than a 100 turns.
Added comment - 21 Oct
Most times I noticed this after I have discovered gunpowder and I have my amazing large stack of rifleman approaching their cities. The black castle icon almost always displays 80 - 100%. I would assume this is caused by cultural influence since walls and castles do not have bonuses against gunpowder units.
-------------------------------------------------------------------------------------------------
6) Incredible production capabilities of AI cities
The AI seem to be able to produce units at a much faster rate. This is especially so when I am at war with them. I've observed that this happens when the cities are out of my line of sight, and those are not the capital city either. These "hidden" cities are able to produce units at relatively fast intervals regularly but when I move my units to just within sight range, it is not able to do any more.that the cities are "visible", they are not able to do so anymore.
Added comment - 21 Oct
I understand about whipping and drafting but why would the cities whip and draft units when my units are not even within line of sight but instantly stop for long periods when I move within visibility ? Most times, that's what I would do when I notice an unrealistic number of enemy units being hurled at me; I move units to within sight of their cities and almost like magic, the enemy stops producing.
In fact, the only times I have not seen this happen is with barbarian cities.
-------------------------------------------------------------------------------------------------
7) Incredibly elite AI units
I also observed that AI civs seem to have very elite AI units and a lot of those. By elite units I mean those with 4 or more promotions. During war time, each AI city seem to have at least 2 of these and not to mention the assault teams that come to attack my cities - there are amost always more than 50% of those in the stack. My own units (even with barracks, vassalage etc) will need to win a tremendous amount of battles to attain that kind of "eliteness" and some of these AI civilizations have never even gone to war before.
Added comment - 21 Oct
Yes, I understand that great generals can construct multiple military academies in a city but the fact I discovered when I drive them to extinction and explore the city details (I do that just to see how they manage to produce those elite units), only 2 or 3 of their cities have one military academy. With one academy and even with vassalage and theocracy, how would they have produced units with 4 promotions, without ever going to war before ?
-------------------------------------------------------------------------------------------------
I do not have data or numbers to back up my claim. It is from playing the game that I have observed these issues.
I have experienced these issues in every BTS game I've played. Civ4, by comparison, does not have these problems. However, I prefer BTS because of its added features (for example the random world events and the additional civilizations) and would play it more often if only these issues can be resolved.
I would always be playing single player at warlord difficulty, huge map and marathon. I have tried patch 3.19 but have switched to 3.17 because aside from waiting time optimization, 3.19 seems to have these issues compounded.
Can anyone offer any advice if there are any patches or mods that would even-out these "unbalances" for BTS ? Does playing at a different game length or map size make a difference ?
Any other tweaks that would help ?
Thank You