High withdraw naval units showing blitz-like behaviour vs enemy patroling units

Do all 4 of those conditions have to be met for the "no more pillages left" to trigger?

Yes. A naval unit with blitz is free to do anything. Non-blitz boats can still attack and then pillage x unprotected improvements.
 
Sorry let me rephrase it.

No changes to Pillage for Naval units unless

4. the improvement is protected by a patrolling unit in an adjacent tile

is met correct?

Meaning the changes would Only effect pillaging near a patrolling unit and all other pillaging would remain as it is now?

If so then it doesn't seem to make a big difference to the rest of the game, only to sea patrol, which is what we want right.
 
^^Absolutely--that was the whole idea.
 
Hi just re-read the original thread and realised what I was suggesting is already the case.

So basically I agree with Woody and dont really see a problem.

Take this example

http://forums.civfanatics.com/showthread.php?t=281621&page=4

This Battleship/Trireme example is just an extreme example where the Patrol function is a bad choice.

Then take the same map with the 3 fish resources, but this time you have 2 Frigates and the enemy 1 Frigate.

If you have both your Frigates on 1 resource each the enemy can definitely pillage one and might be able to get away or if you attack him next turn he gets a defensive bonus.

However if you have both Frigates are patrolling then the first Frigate gets a defensive bonus and might be able to destroy the opponent without the resource being destroyed. If he loses then the enemy Frigate is unlikely to be able to successfully pillage the next resource with out being destroyed. Or you will then be able to destroy him next turn.

In this case patrol works out better. Same as any Civ IV feature plus sides and down sides I vote to keep as it is. You just need to be aware of the possibilities hence the civopedia needs to be improved not the game mechanism.

Ok when Patrol goes wrong goes it goes very wrong, but this is similar to other Civ Mechanisms.
Often a stack attacking an enemy city really has problems until enough collateral damage is done and then the opponent can easily destroy the remaining unit sometimes on 99% probably getting a load of experience points for not much.

I must admit I have never used patrol, because until these threads started I had no idea what it did :lol: So my opinion may not be that relevant. But for what it's worth, having followed the whole debate, I agree with the above - I don't think it needs to be fixed.
 
Hey kurtkage:
The proposed changes will remain pillaging totally unchanged except for the very special case that:
1. pillager is a naval unit which attempts to pillage a Work Boat improvement
2. pillager has already attacked a unit during its turn (either by regular attack or by triggered/forced attack due to nearby patrolling unit)
3. pillager does not have the blitz promotion
4. the improvement is protected by a patrolling unit in an adjacent tile

So this will not touch the Gunship pillage fun.


This seems to be a very good solution for this situation.
 
My opinion: Do nothing.

This thread has amply shown why any "fix" is way beyond the scope of the "unofficial patch". Too complex, and possibly nothing's broken.

And you have no consensus anyway, also making this issue a bad candidate for inclusion.
 
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