Grenadier is currently in one later tech column than rifleman (and cavalry).
I think it works better and makes more sense historically if it were in the same tech column or one column earlier than rifleman.
No obvious techs for Grenadier, but maybe Chemistry is best in the current tech tree.
Not a big problem, but I think it should be solved somehow.
Not sure Corporation makes a lot of sense for Ship of the Line.
I do not have anything specific to suggest.
Just something to look at if you get the chance, particularly if you fiddle with this part of the tech tree.
Here is a small patch for those interested in testing a new feature. It gives Workers the ability to hurry production in a city like a Great Engineer does, though with fewer hammers (20, 30, 45 or 60, depending on gamespeed). As discussed in another thread this is designed to give workers something to do once they've built everything, it could also help get a new colony up and running much faster.
It turned out to be very easy to implement (though a few tooltips haven't been changed yet) so I thought I'd post it here for people to try. I'm pretty busy messing with terrain and techtree changes at the moment so it would be a big help to get some feedback on this potential change from players.
It contains just one file which replaces the file of the same name: /History Rewritten/Assets/XML/Units/CIV4UnitInfos.xml. Backup the original file in case you want to revert and be aware that you'll most probably be unable to continue any existing saved games once the new file is installed.
I do see your point in that a flood of workers rushing wonders can unbalance the game, so I've been looking over the Civ4UnitInfo.xml modiki for ideas. After looking it over I got a couple of ideas on how to make workers more useful without unbalancing the game while implementing some of your ideas:It is very good to test things in this way.
While this does indeed give workers something to do later in the game, I suspect it will need some restrictions.
In I believe Civ I, there were caravans, that one could be used to rush production.
When the tech for a new wonder was discovered, one could have all of these caravans waiting to build the wonder in a city in one turn. Unlike Great Engineers which are hard to get and somewhat random, one could specifically build caravans. (You knew you were researching the wonder tech.)
The caravan mechanism was dropped for very good reasons. It was just overpowered and broke the basic framework of the game.
I think the new proposed worker ability would benefit from one or more restrictions such as for example the following:
1. At most one worker can be used per turn by a civ in this way. (Maybe 2 or 3 might work.)
2. Can only be used to rush buildings, not units or wonders.
3. Only becomes available later in the game; requires the proper tech such as Labor Unions.
I await with interest results of tests.
1. Instead of giving workers the abilty to rush, use the <Buildings> tag in Civ4UnitInfos to specify certain buildings the worker might build: Granaries, Klins, and other essential infrastructure buildings. This would help cities build faster and soak up excess workers while preventing rushing of units and wonders. By specifying exactly what workers can build you can control exactly how powerful they are.
2. Also give workers the ability to settle in cities as a SPECIALIST_CITIZEN. Another way to soak up excess workers.
3. Create an engineer unit using the Art of the modern worker that workers can upgrade to with getting say the Engineering or some other tech. This unit would be able to build more advanced buildings and rush production. A civilization could be limited to say three engineers (like missionaries) to prevent stockpiling.
I suggest we move the rest of the discussion on ranged combat, Siege units, and the like to the aforementioned Units thread.
I maintain that ranged combat was a spectacular failure in Civilization III.
Granted, some mods might be compatible with ranged combat, especially if they rework other aspects of the Civilization combat engine.
At that point, we may as well be playing a different game.
As for carving out a distinct personality, I will always think of History Rewritten as the sensible mod.
So what if there are a hundred mods out there "more advanced" than HR: it doesn't mean they're better.
At this stage, a hundred mods are more advanced than yours, like, as a yet different example, this one. I'm assuming here the mod keeps the promises its description raises. This reads fun, idea-rich, innovative, phantastic. I'm convinced, at future stages, HR will get there, too.
A designer knows he has achieved perfection not when there is nothing left to add but when there is nothing left to take away.
There are no changes at all to the AI regarding ranged combat[/INDENT]
This gives us a starting point for focussed discussion. My view is that suicide siege might be balanced but it's somewhat nonsensical and not very interesting. Ranged combat is worth pursuing (it's realistic and it's fun) but only if we can arrive at a model that is balanced and that the AI will be able to cope with.
The real key, I think, is "ranged combat is nonlethal." This means you must commit units to 'brute force' combat in order to decide a battle in your favor, and also means that to easily overpower a stack of X units by firing a ranged bombardment and then finishing it off close up, you need to deploy 2X units.
And using 2X units to attack X units always works.![]()
The real key, I think, is "ranged combat is nonlethal."
May I correct this? The reason why ranged combat works in PAE and the AI knows perfectly well how to use it is a small change to the AI's UnitAIs. It's that sequence (related to archers in this example):
No, I disagree. The real issue is "ranged combat carries no risk." Using 2X units to attack X units always works, but you generally lose 0.5X units in the process, which you have to replace. With ranged combat, so long as you can arrange a first strike, you can bombard away then clean up at 95%+ odds. That way, your 2X units eliminate X units with virtually zero losses. You can proceed to bombard another X units next turn; and, soon enough, your 2X units have chewed through 10X worth of AI units. That's why ranged combat is fundamentally unworkable.
OK that is a good point: to offset this I suggest that in addition to the +1A citizen specialist? I like it! This gives Workers a unique ability that doesn't compete with Great Engineers. At the same time, it eliminates the stockpiling problem; a free citizen specialist just isn't worth the trouble. I have only one concern: after your 15 or so Workers finish building Railroads in the Industrial Era, they could all come together and join a single city. That would give the city an immediate 15 hammer/turn boost; 30 hammers/turn if it had a Forge, Factory, and power plant; and even more with an Ironworks or Heroic Epic. I don't think it matters so late in the game, but I thought I should point it out anyway.
What if we limit the ranged attack max damage further, at least for most units capable of doing it?No, I disagree. The real issue is "ranged combat carries no risk." Using 2X units to attack X units always works, but you generally lose 0.5X units in the process, which you have to replace. With ranged combat, so long as you can arrange a first strike, you can bombard away then clean up at 95%+ odds. That way, your 2X units eliminate X units with virtually zero losses. You can proceed to bombard another X units next turn; and, soon enough, your 2X units have chewed through 10X worth of AI units. That's why ranged combat is fundamentally unworkable.
I'll have more comments and hopefully some concrete suggestions tomorrow.
P.S. I agree that suicide-Catapults are silly. I'm certainly not suggesting we return to that model.
At the moment, HR still seems to suffer from "too much to build," at least in certain cities (my experience may be warped from the behavior of capitals under Monarchy). Adding more stuff might be interesting. On the other hand, more food really isn't urgently needed- cities are quite capable of feeding themselves satisfactorily in vanilla. About the only thing you can't do is build cities in barren terrain and have them grow large, which is totally appropriate.OK that is a good point: to offset this I suggest that in addition to the +1, add also a -1
per citizen specialist.
Also as an aside does anyone else think that we need ways like buildings for cities to boost their food output similar to the klin boosting?
Siege Units: I don't think the current implementation of siege units works very well; the AI certainly can't handle it. I understand why you made the change from BtS: using suicide-catapults to soften up enemy garrisons was very silly. So now siege units can (1) lower city defenses and (2) make ranged attacks. The problem is that (1) is too weak and (2) is ridiculously strong. Let me explain. (1) Since Walls and Castles are now available early, cities are very resistant to bombardment. I often see the poor AI bring 5 Swordsmen, 5 Horsemen, and 10 Battering Rams to a city, then wait for 10 turns for the castle to crumble, letting the defender stack units in the city and easily resist the attack. For this reason, I don't bother building the early siege units at all. Which leads me to... (2) Making ranged attacks at no risk to your own units is too strong. My standard HR military strategy is to build a lot of Catapults, defend them with whatever units are available, then march to every enemy city, ignore the walls/castles, and simply use ranged attacks to weaken the defenders, who can then be taken out at 80-100% odds. It's possible to do the same thing in BtS but at least you lose a lot of Catapults in the process, which you have to replace. In HR, you risk nothing. A smart human player might try to flank all those Catapults away with mounted units, but the AI isn't clever enough, so it's doomed. (As a side note, disallowing regular attacks also makes it almost impossible to earn XP on siege units, and unlock something like the Accuracy promotion. Speaking of which, I don't even know if City Raider promotions do anything for siege units anymore, even though the AI always takes them.)
I'm not sure how best to fix the problem. Here are some ideas I came up with.
(A) Limit the number of siege units with ranged attacks that an empire can have at one time. This is probably the easiest fix. A hard cap of 4-10, adjusted for map size, would do the trick. Siege units would still be powerful but they couldn't be everywhere at once.
(B) Remove the ranged attack abilities of siege units. Create a new class of units with collateral damage on attack, say Skirmishers. (I know Skirmishers are already supposed to have this ability, but it doesn't seem to work for me. Could it be bugged? Anyway, I'm talking about a whole class of units.) Maybe Skirmisher --> Crossbowman --> Grenadier --> whatever. These units would all have some withdrawal chance and do collateral damage to enemy stacks (like catapults in BtS.) This is the hardest fix with a lot of major changes. Skirmisher units would initiate most battles and have a high casualty rate.
(C) Allow some ranged attacks to miss, or give defenders a change to intercept ranged attacks (and deal some damage back to siege units.) This might be feel weird: it's a middle-of-the-road fix. At least this way, there would always be some uncertainly about ranged attacks.
Hmmm. Maaaybe. A 'skirmisher tree,' maybe even running up into the modern era with a dedicated "guerilla" or "partisan" unit (remember Civ II Partisans?), would be interesting.
Say... Skirmisher -> Slinger -> Sharpshooter -> Partisan
You might give them bonuses against the bugaboo units of their era, or might not. The strong unifying feature should be relatively inferior strength to pretty much any other unit of the era, one or two first strikes, but also a very good withdrawal chance, good enough that on the attack they will withdraw from battle more often than not. At 50% it's still not really worth maintaining them because you'll lose them half the time and they don't soften an enemy unit up enough to justify that.