Just a question : has the cost of the guided missile been reduced in CPP ?
I find this unit too powerfull. It's cheap (3 missiles are cheaper than a battleship in term of production) and fast to produce, and you can stack them, making cities absolutely horrible to conquer.
In my current game one AI is stacking 6 missiles in all endangered cities, and I guess instant buying as many as it can each turn, making warfare a nightmare (half my fleet of a dozen or more boats can get insta killed when I approach the coast). I don't remember any counter to that, as they can't be intercepted.
I guess the biggest problem is the fact that you can buy multiple air units in a city (as they stack) : when I see him buying 6 of them in 2 cities every turn, I really get crazy. I need to swarm him with an enormous army to conquer a single city.
Talking about cities, I found them extremely hard to break in the end game (and maybe a tight too easy at the beginning), using siege weapons and boats (with upgrades).
Here is a small example :
3 turns and around 10 units attacking the city each turn, and the city has still half of its hp !
And in this case I had perfect positionning, and virtually no counter attack from my ennemy. But against an AI it's a real pain. This make surprise attacks pretty much useless on any cities but the weakest. I know that it would have been easier with missile cruisers, but I doubt that this is the problem here.
Edit : It seems that they did not receive a boost. First time I see an AI using them so well... No maintenance, cheap, efficient, I knew this unit was nice but for a defensive war it's more than nice : it's awesome. Maybe a bit too awesome. They fade a bit after unlocking the last troops tier (mechanic infantry, missile cruisers, etc.) but still, I can produce 3/4 of them for 1 missile Cruiser, and they cost no maintenance.