Im pretty sure that workers/settlers (both with 0 str) can be better combatants then Wise Woman or Healer.
Very true and I intend to eventually empower workers and settlers with strength. There's some code challenges to overcome to achieve this is all. Much of it in the AI.
Look from player perspective. When you destroy all combat units (archers, warriors etc) then now you still must destroy healers.
I understand that. There is an ability or two that could be made a bit more common to counter this effect which I'm starting to think that due to this issue should get some earlier game consideration than it was given previously.
Onslaught is one. Onslaught allows the attacker to continue to attack as long as the attacker continues to go uninjured. Against numerous healers, this may be a capability that would make sense... perhaps for mounted units in general. There's also Stampede which I think could be made more common than just for application on Rhino units. Stampede makes the attacker basically continue to attack until it or all opponents on the attacked tile are dead.
If I recall, I had considered creating an integer value for Onslaught that allows a specified amount of HP to be lost before it stops attacking, which could both be a way to potentially replace the Stampede ability (streamlining) as a 100% Onslaught would in effect still be a Stampede, and a way to make Onslaught potentially more useful and developable as an ability.
I'll take a deeper look at this next version cycle when reviewing military more closely.
And AI is building them like crazy. In my last game AI city got 15 combat units and 30+ ecologists.
Ok, that's an interesting footnote. The ecologists are there to counter polution and they are so weak at doing so that it takes a lot of them. I put in some reluctance to overbuild but I was wondering if I was going to need to further adjust the xml value that controls that reluctance factor. Sounds like I do.
Its kind a silly that combat unit need the same time to destroy another, weaker combat unit and healer (1 turn).
Yeah... I agree. Of course, such an application of making onslaught more common would certainly almost completely mute the benefit of splitting units on SM. At least it takes away the value of doing so for the sake of trying to hold the attack at bay a little longer. But it would still make sense and wouldn't take away ALL value of splitting - would complicate the reasons to do so though so that would need to be considered with some AI tweaks.
This is just unfun. I know that C2C modders dont like this word but I think sometime streamlining > realism.
I actually don't think you're arguing on the basis of streamlining as much as realism in this case and that's where I'm looking at gradually addressing the concern. But yeah, streamlining certainly does not trump realism.
Though it IS a factor to take into consideration when modeling effects.
I don't think there are many regular buildings that give XP to rams. Are you supposed to settle GGs to get XP for them?
There aren't and that's something that should get some expanding on imo. There are some... the Archery range I think adds some to siege if I recall. I usually settle almost all my GGs so I suppose that helps. And where civics can give XP I'm usually selecting them to maximize XP awards.
@T-brd,
Since all the rams used were captured Maori rams, then ask Heke why his rams had no promos.
Ah... captures lose all XP. That certainly explains that. Those capture are the ones I'll gleefully use as fodder.
I find no reason to build my own rams as they are a wash for me. I can capture as many as I need with some patience on my part. And why would I clog my build list on a worthless unit? The AI builds enough for Both of us. I have much, much more important things to build than rams.
Fair 'nuff the way rams are currently built by the AI. But the ones with promos are much more powerful of course.