Thalassicus
Bytes and Nibblers
@Maxii
Should be fixed now (working properly on my computer, at least, and uploaded a new version).
Should be fixed now (working properly on my computer, at least, and uploaded a new version).
I've also noticed them building hordes of siege and using them terribly. Particularly when they're on the defensive and their army has been mostly cut to shreds. They're great at using one or two to fortify in cities and pound the hell out of attackers, but not so great beyond that. I know nothing about the AI workings, but if it was possible to cut down siege build proirity when they're on a defensive footing that might help without crippling them on the offense.This is an interesting issue. I'm of two minds. On the one-hand, the AI will have no hope of actually making successful conquests if it doesn't build lots of catapults, and these can get really nasty once upgraded to trebs and cannon and artillery.
On the other hand, the AI doesn't always use them very well, and often advances them without sufficient support, which makes them easy to kill.
Yep. Battleships have the advantage of firing range, so they're better against land targets who can't retaliate, but their actual punch and fortitude isn't so amazing and they're sooooo slooooow (hate to bring realism into this, but even though real battleships may have been just as useless as the civ ones, they were actually very fast - around the 30 knot range). For me, the speed is the real killer - they just can't get where they need to go quickly enough to be useful. With oil as scarce as it is now, they're definitely not worth it. I'd be tempted to try giving them +1 speed and destroyers -1 speed.I agree that there needs to be more naval balancing. I'd like to see battleships be considerably more resistant to fire, while destroyers go down in a few shots, and I'd like to see subs able to come close to 1-shotting a destroyer (and getting almost 1-shotted in return).
I'm glad they didn't actually - having to manually ensure every unit always has an escort on top (especially when the escort doesn't have the same speed) would be hellish.I think Firaxis intended this originally (they certainly announced it), but then my guess is that they couldn't get the AI done so that the AI escorted them appropriately, so they went with the current method in order to avoid giving the human player a large advantage in its ability to escort a naval fleet.
I don't like the lawnmower method though, particularly when the AI is still incompetent at blocking civilians, I'd prefer to see a method where naval bombardment did 5 damage to transports (not 4 damage from land bombardment) but couldn't run them down anymore, so 2 bombardments = death for any transport.
I personally prefer "Requires:", but whatever as long as it's consistent.in some places Firaxis said "Requires:" and in other places they say "Required:"
I certainly wouldn't want to be stuck in the marsh when attacked, but I think -33% is too extreme. -20% sounds good, a bit worse than being attacked on dry flat land, but not so devastating.Units defending in marshes have always had a -33% modifier... it's hard to determine if that's intentional though. It used to be all flat land had that modifier, then they changed it for featureless flat land but not features, so I don't really know if it's a bug or they do want marsh to be a different terrain type.
Opposite of +25% is -20%... the -33% modifier is actually the opposite of +50%.![]()
Does the AI try to win the game, or prevent losing?
Something to mention: I could really use some feedback on the new building tooltip format (2.0.1 and up). Is anything confusing to understand?
Also... I'd like opinions on whether yall like having "cost to purchase:" modifier visible or not. Is that useful information?
Library appears to have an engineer specialist slot (obviously not intended). But when I clicked it the UI went a bit crazy and collapsed the Wonders and Buildings sections and my Workshop disappeared from the list. Something is definitely funky.
Opposite of +25% is -20%... the -33% modifier is actually the opposite of +50%
I think it's more along the lines of getting ambushed while crossing a marsh. If you fortify in the marsh for a turn then you can negate the penalty.Why is their a penalty for defending in a marsh? Presumably the defenders are fortified in less-marshy parts of the marsh and use the terrain to their advantage since they understand it. The attackers, however, are trying to move (through a marsh) to get to the defenders.
Is it right to require a culture win to require six complete policy trees and build a 1500wonder?
Good question, and I've only played a cultural victory a few times so I don't really have enough experience to answer it.
What do you think would be good ways to improve going for a cultural victory? More artist specialist slots on buildings like the Museum or Hermitage, perhaps?
How does this compare to vanilla's five trees but no new-era SP's?
How does this compare to vanilla's five trees but no new-era SP's?
What do you think would be good ways to improve going for a cultural victory? More artist specialist slots on buildings like the Museum or Hermitage, perhaps?