SS-18 ICBM
Oscillator
Nvm, please delete.
I got that achievement on my 2nd or 3rd game... If you're CC rushing, it should be one of the easiest achievements.
I'm pretty sure any half-decent player would be able to lay out spears to kill horse mobility. I think you only need 4 at most to prevent horses from attacking from outside city bombard radius. Usually less than that, since "natural" barriers are pretty common.
It's pretty interesting to think of 100+ horsemen charging into a city wall. Yeah, they should probably have a city attack penalty...
I think it becomes an interesting dilemma that if one introduces penalties for the unit, would it hurt the AI more than it would you? This is where a number of the early mods fail, imo. But I also agree that it would be difficult to give the AI bonuses, like increased unit spawning, since they can't manage cost vs. benefit, as Dizzy said. I don't know what the history have been in giving penalties just to the human player?
To add to that, use up the first 3 Honor social policies and add the Great General to the army and the AI has no chance. The only thing I could suggest to you is play continents. By the time to get to the other contiinents, they would probably have Pikes.
I thought I'd share this in its own thread. To be honest, part of why I'm posting this is to highlight a severe balance issue...
This strategy has worked for me and a friend multiple times in a row now. I cannot vouch for its viability on Immortal/Deity (although I will be playing some Deity games this weekend), but on Emperor and below you will win 100% or near-100% of the time. What really bothers me about this strategy is not only how effective it is but how sickeningly easy it is to do. It's clear to me that this game was either a) very poorly playtested from a balance perspective or b) designed around more competent AI that has since been mysteriously nerfed.
Initial Setup:
+ Found capital.
+ Open tech tree. Click "Horseback Riding."
+ Build scout.
Then:
+ Build Worker.
+ Build Settler.
+ Build whatever.
+ Found City 2 next to horses. Send Worker with Settler so you can construct a pasture on City 2's horses immediately.
+ Build whatever in City 2 (Monument, likely).
+ When the pasture finishes you must then immediately switch the production queue of both Capital and City 2 off of whatever you're building. Make them build Horsemen instead.
+ When the first Horseman finishes, buy another Horseman. Let the other Horseman finish building. Now you have three.
+ Steamroll all AI.
Win every time. Every. Single. Time.
AI cannot handle Horsemen at this stage, or really any stage. Abuse the extra moves enjoyed by Horsemen to dodge whatever spearmen they have (likely they have 0). Use all promotions on full heal (save for when your Horsemen get weak). You probably won't need to reinforce these Horsemen, although it couldn't hurt to send one or two more up to the front lines by the time you get to AI #3 or #4. You'll trigger a domination victory by about turn 100 on small maps, turn 140 on standard maps (depending on number of AIs selected). You can even conquer some City-States along the way if you prefer. Turn 90 and lower victories are possible if you just chain declare on AI.
Play Greece and tech Honor (free GG to lead troops, +str for units adjacent to other units, and double XP) for even more lulz.
Well, my knowledge of historic warfare says that the reason that horses were so powerful is that their charge, which is kinetic force plus faster-than-man speed, would overwhelm any unorganized forces.
The Greeks and Romans didn't like that a whole lot, and created aforementioned organized defenses. When set against charge, spears would put the horseman charge to work against himself, as he would impale himself or his horse on the spear, before doing any real damage.
This could only work in a formation, would require some setup. As horses were mobile, to counter them one would also have to set up cover on all sides.
So, the answer seems simple - follow history. Give all cavalry counters a significant Fortify bonus, similar to how Siege Weapons deploy. Then, maybe give them a small innate tactics bonus, to stack with the Honor promotions.
Alternatively, you could alter horsemen by making them take extra penalty when attacking entrenched and well-positioned units. What if horsemen took 50% extra penalty for Fortified and Terrain? That +25% for hill, and +50% for fortify suddenly becomes 32.5 + 75 = +107.5%, over the original 75%
Now if only the devs read this forum...
Immortal/Deity is no different to Emperor and below in this respect. Across half a dozen or more games at the highest two levels I actually don't think I've ever seen an AI Horseman. I occasionally see Chariots (especially if it's Egypt), but that's about it. The AI currently seems to be biased against building them (or researching HBR), for whatever odd reason.I still can't think of many encounters with AI cavalry. If they used it a lot, it would be difficult to decide (since they're pretty bad at sieges as it is). Can anyone at higher difficulties comment on their use of fast units?
I'd be interested to hear of the results. So far it seems the AI only ever builds Horse units if they're a UU for the civ, and skips them otherwise. Very perplexing.Wow, good to know. I might dig into some XML files and bump up the AI's likelihood of building horses and see what the result is (since I obviously can't change an XML file to have them protect their archers).
It died inconclusively a while ago, sadly. GWT left the game due to having no-one left who wanted to play in their worsening situation, and that kind of killed the game for everyone else. A shame.By the way, is the demo game still going on? I lost
my link to the site after my computer crashed.