1)The biggest issue with AI naval behavior is the C3C escort.
I have read elsewhere where others (I think it was
@Ares de Borg) have removed the "requires escort" flag from transport ships altogether. I'll give that a try and see how it works.
2) The second issue is its reluctance to bombard in naval combat. The AI prefers attacking to bombarding. Even if the odds are bad like 50-50 or even worse. I've seen submarines take on full health battleships. The AI would only bombard with really bad attacking odds. By having sea power units that have very low attack but high bombard and defense value you could have the AI use them to soften up your ships before their offensive close combat ships move in. These high defense warships can also be used for escort (they'd still waste their bombard ability though). It's hard flavor wise to come up with a line of ships that has good bombard, high def but low attack though. I guess you could do catapult ships-caravel-ship of the line-ironclad-battleship-fast battleship-missile cruiser line that has very low attack, good def and high bombard and leave the attacking to a separate attacking ship line that does boarding and close up fighting/ramming/torpedoeing like war galley-galleass-frigate-steam frigate-armored frigate-gunboat/torpedo boat-destroyer-stealth destroyer. Perfume/auto production will have to be used to get the AI to produce a mix of both lines.
I currently have four lines of ships.
- Transport: Scout Boat -> Galley -> Caravel -> Galleon -> Clipper -> Transport
- *Light Warships: Trireme -> Galleass -> Corvette -> Destroyer -> Guided Missile Destroyer
- **Medium Warships: Frigate -> Cruiser -> AEGIS Cruiser
- ***Heavy Warships: Ship-of-the-Line -> Ironclad -> Battleship
*In modern times they'd have high speed, decent attack, lower bombard, and detect invs.
**Kind of a hybrid of the two with good A/D and Bombard values, AA, and missile transport.
***I was thinking of replacing the Ironclad with the Dreadnought since they were more widely used across the globe. This part of the tech tree moves quickly and there might not be enough time between Ironclads and BBs to build Ironclads and Dreadnought before they go obsolete by BBs.
The Heavy Warship line could function as the bombard ships you mentioned. Lower A value, high D, high Bombard value, and big boost to HP.
3) I've modded the main strategic bombers and land based fighters to not have lethal sea bombard and they can't be loaded on carriers. There are naval air units for that. They don't have the same bombard power as a heavy bomber and thus are a bit more balanced. But even then, airpower is central and your carrier will be your capital ship. Also, ships have a bit more AD values. Even things like subs have the token value of 1 like my land units as they did mount guns on deck. You can also let the cruisers carve out their niche as AA units like their final upgrade the AEGIS Cruiser in stock game. Maybe make them lean towards the defensive side as well?
So, in your mod the firaxis bombers/fighters are purely land based. Did you increase their range? Do they have lethal land bombard? I have removed lethal land bombard like several mods have done because it was too OP. Do your ships still have lethal sea bombard?
Then you have separate naval units like a latter day Harrier that have shorter operational range, wesker bombard, and non-lethal? That is an interesting idea. I always liked freedom of choice and preferred limited or no-auto production, but the reality is that the AI just doesn't build certain speciality units such as paratroopers, marines, etc. And probably wouldn't with these naval aircraft. I was planning on adding auto-producing small wonders speciality units only and for battleships since that is the only naval units the AI will usually build. I can add one for the naval aircraft.
4) The AI handles stealth attack well. Subs will always hunt down your injured ships, transports and carriers in a stack. Now that stealth bombard is available new options can be explored. From my testing I conclude that airpower with lethal sea bombard+stealth bombard makes landings impossible. Who ever strikes first will win as carriers and transports would simply get wiped out. It's too broken even if the bombard value is low. IMO ships shouldn't be part of the target list. Ships after all are fast maneuvering targets over vast open space. The AI will handle stealth bombard well if it has line of sight (being an all-seeing cheater doesn't count as LOS). Unfortunately, the AI does not handle recon missions well. It does fly them, but not very intelligently. Using recon to spot targets and stealth bombing them will be something the human player can use much more effectively.
I have never used stealth bombers much. Usually the game is over before then or I am beelining for space victory. Good to know that can it is way too OP to have lethal bombard and stealth bombard against ships. Now that I was able to get Flintlock's patch to work on a Mac, I am going to start tweaking somethings to take advantage of some of the capabilities.
5) Tactical nukes AI strat is broken. A tactical nuke built in a non-coastal city would never leave that place. That means only coastal built tact. nukes will ever be loaded into nuclear subs. You could use the Flintlock patch to put a harbor/coastal improvement requirement to build tactical nukes, ensuring that the AI will load these carrier taskforce destroying bad boys and give you a nasty surprise should they want to go nuclear on you. Or you could do the whole "king unit version" thing and have the king version be flagged as "air bombard" (with operational equal to bombard range, rebase and bombing mission) and nuclear subs have their own king version flagged as "Carrier". The draw back of this is that the AI will have no diplomatic inhibition about nuking.
Since I just got the Flintlock patch working, I am still not sure what all it can do. I know it fixes the sub bug and improves AI use of artillery. Oustide of that I have to explore it more. I don't know you could make an improvement be a pre-req for a unit. I like the idea for tactical nukes.
6.) Cruise Missiles are anti-ship missiles because they will target ships first. In C3C they will not hit improvements or pop if there are still units in the city to hit. Ship launched CMs would be devastating to ships hiding in coastal cities. You'd need to king unit them into air bombard AI strat and in order to differentiate them from other land units give them the tactical missile ability. That way they can bombard from ships. I suggest using one of these high def, high bombard, high AD ships above as their transport with carrier AI strat. Again, playing around with the perfume/auto production will be necessary to have the AI build both these things and aircraft carriers. Have 1 of these carry 4 CMs for a nasty punch. If you don't want these ships to carry tact. nukes you shall have to differentiate them from CMs. Do this by giving the CM the foot unit ability and make the ships that carry them have the "carry tactical missiles" and "carry only foot units" abilities. Tact. nukes with no foot unit ability can't enter. But nuclear subs can still launch conventional CMs.
You have mentioned king units a few times. I am not familiar with how they will work. I will have to look into them more. as far as having CM and foot unit ability I saw in an older thread that somebody did that to have special sea helicopters and ships.
8) C3C warships will never hit improvements or pop if there are still units left to bombard. They will hit, sea units first, then air, then land and then improvements/pop. You have the option to include precision strikes. But the AI doesn't know how to use it on sea power units. They only use it on air bombard. So the CMs above could use that. If you like the C3C targeting, you could make your harbors, commercial docks and offshore platforms have low sea def value. This makes them behave like coastal fortresses. They will be targeted first when the AI bombards. That way the AI's otherwise harmless city bombardments would mess with your vital infrastructure and can't be ignored. This will also necessitate coastal fortresses. The coastal fortress should also go obsolete to be replaced by a more powerful industrial version. Or you could just give all naval bombard units the PTW treatment in Flintlock's patch. Or do both and still have them take out your harbor first. I do find C3C targeting to be too strong for softening up units. In the WW2 Pacific scenario, I didn't lose a single marine. But with PTW targeting implemented I was fighting yellow lined units instead of red. And island hopping became a bloody slog as it was in real life.
I never played PTW, so I am not sure how PTW handled bombard differently from Conquests. To allow ships to bombard harbors, docks, etc. first do they have to labeled with seafaring trait in the editor?
Also, I liked how
@Civinator had immobile battery canyons produced by the coastal fortress. I am going to have into look into exactly what he did there.
9) I buffed marine line (archers get amph attack and upgrade all the way to marines). They now are a credible attack unit if you don't have oil. There are also air mobile infantry. They are amphibious defensively leaning conquistadors. These 2 unit lines being perfumed and built by the AI on water maps will make you think twice about leaving your coastal cities unguarded. Air mobile infantry could move from transports 6 tiles inland. And while they don't have high attack this is scary. Coastal defense is vital.
I made my marine line have double attack vs defense, amphibious, and blitz. And made the American UU a USMC. I ahevn't tested them out yet. Are your air mobile infantry like pratroopers or something different? I have paratrooper upgrade to Airborne (essentially a special forces unit).
10) Radar Towers, Outposts and Airfields may need to be removed. These terrain improvements prevent units from other civs from entering. That means unless they have amph. attack, they can't land. The human player can just barricade his entire coastline. This is very cheesy IMO. And the AI can't use outposts. It also can't use radar towers effectively, burning through precious workers while guarding them with a single unit. They don't even guard them with defensive AI flag units. So you end up with offensive units guarding. The human player would simply take it out first. The AI on the other hand, would let the human player often get away with having that 25% boost. Airfields the AI can't use at all. They also mess with the usual air units targeting. The AI also leaves them alone and bombs cities instead. With Airfields near but not next to the coast you can have your maritime strike aircrafts hit the AI fleet while they can't touch you with their warships. Your interceptors also don't get bombed. Without airfields you have to decide where to base your aircrafts. Put them in the cities inland and have less range or coastal for max range but in range of both enemy warships and carrier strike aircrafts?
Good suggestions. I never use them. So, no big loss. I am definitely about making gameplay more balanced. Anything that exploits the AI or the AI can't do, I try to avoid if possible. Makes things more fun for me.
I have a question about A/D vs bombard for modern naval units. Which one is supposed to represent torpedos and which one is supposed to represent cannons/guns? I am still trying to figure out A/D/M and bombard values for modern ships. Some mods have a high A/D values and HUGE bombard values for ships. Some have high A/D values and low bombard values for ships. I am trying to figure out the design intent between high A/D vs high/low bombard.
For example, the RARR battleship is 40/26/6; 40/3/6LS. Whereas the CCM battleship is way more modest at 15/14/6; 12/2/3LS.
@AnthonyBoscia with the Worldwide mod is kind of in between at 28/24/5; 32/2/3. Then there is the Age of Imperialism mod where the BB (Colorado Class) is 62/40/6; 62/1/4LS with huge HP boost. HP boost makes sense for BB.
I am trying to figure out how and why the AI uses A/D versus bombard and what each method of attack is supposed to represent. What is the purpose of bombard vs a normal attack? Also, if a ship is giving blitz can it attack one turn and bombard another? I don't see blitz used much for ships and to figure out what purpose it could have for ships.
For which type of attack represents torpedos versus guns, this would make a difference for submarines. I noticed in Worldwide that subs have NO bombard. So, I assume bombard was meant to represent cannons/guns in the mod. But then I see that the Age of Imperialsm mod that submarines have minimal A/D value but high bombard. Same with CCM, low A/D higher bombard. So I was all kinds of confused.