rhettrongun
Prince
I'm looking for an easy way (ie. simple xml change) to lower the AI's preference for targeting cities for attack over enemy units.
My main problem is when I see it attacking a city with its aircraft that is well behind enemy lines. Sometimes I even see it continue to attack a city after its health bar is already at a minimum. This ends up effectively wasting the aircraft a lot of times, as they have a city that is ripe for the taking, but no chance in actually getting past the units guarding it. All the while the aircraft it has been using are taking steady damage.
The other part I don't like is that it tends to lead to a lot of city flip flopping, as 2 AIs fighting each other will just keep trying to take the same city from 1 another rather than wipe out the enemy units.
I realize this strategy has its merits sometimes, but in most cases I see it as just stupid and wasteful.
Here is where I'm suspecting a change might help:
GlobalAIDefines sheet>
<!-- Operation AI Defines-->
<Row Name="AI_OPERATIONAL_CITY_ATTACK_DEPLOY_RANGE">
<Value>5</Value>
</Row>
Basically I'm guessing that lowering this value to about a 2 might make the AI wait to begin targeting a city until it gets a unit within 2 hexes of it. This is the only entry that stood out to me as a possibility, but there are probably some sections I haven't looked through yet.
After looking further it might be in this sheet instead:
Civ5TacticalMoves>
<Row>
<Type>TACTICAL_CAPTURE_CITY</Type>
<OperationsCanRecruit>false</OperationsCanRecruit>
<OffenseFlavorWeight>100</OffenseFlavorWeight>
<Priority>150</Priority>
</Row>
<Row>
<Type>TACTICAL_DAMAGE_CITY</Type>
<OperationsCanRecruit>true</OperationsCanRecruit>
<OffenseFlavorWeight>100</OffenseFlavorWeight>
<Priority>15</Priority>
</Row>
A lot of other interesting entries in this section that might be worth adjusting. One thing I'm wondering is what <OperationsCanRecruit> does.
Anyone know if this works? If it doesn't is there another way to change this?
My main problem is when I see it attacking a city with its aircraft that is well behind enemy lines. Sometimes I even see it continue to attack a city after its health bar is already at a minimum. This ends up effectively wasting the aircraft a lot of times, as they have a city that is ripe for the taking, but no chance in actually getting past the units guarding it. All the while the aircraft it has been using are taking steady damage.
The other part I don't like is that it tends to lead to a lot of city flip flopping, as 2 AIs fighting each other will just keep trying to take the same city from 1 another rather than wipe out the enemy units.
I realize this strategy has its merits sometimes, but in most cases I see it as just stupid and wasteful.
Here is where I'm suspecting a change might help:
GlobalAIDefines sheet>
<!-- Operation AI Defines-->
<Row Name="AI_OPERATIONAL_CITY_ATTACK_DEPLOY_RANGE">
<Value>5</Value>
</Row>
Basically I'm guessing that lowering this value to about a 2 might make the AI wait to begin targeting a city until it gets a unit within 2 hexes of it. This is the only entry that stood out to me as a possibility, but there are probably some sections I haven't looked through yet.
After looking further it might be in this sheet instead:
Civ5TacticalMoves>
<Row>
<Type>TACTICAL_CAPTURE_CITY</Type>
<OperationsCanRecruit>false</OperationsCanRecruit>
<OffenseFlavorWeight>100</OffenseFlavorWeight>
<Priority>150</Priority>
</Row>
<Row>
<Type>TACTICAL_DAMAGE_CITY</Type>
<OperationsCanRecruit>true</OperationsCanRecruit>
<OffenseFlavorWeight>100</OffenseFlavorWeight>
<Priority>15</Priority>
</Row>
A lot of other interesting entries in this section that might be worth adjusting. One thing I'm wondering is what <OperationsCanRecruit> does.
Anyone know if this works? If it doesn't is there another way to change this?