r_rolo1
King of myself
Just to refer to the original thread
Hey Woody1, I'd like to recommend looking at one of r_rolo1's or my saved scenario to follow directly what is going on.
In my save:
2 Attack Subs are already sitting on the resources (placed there via WB). Several patroling MCs are sitting in adjacent tiles. <End Turn>
1. First Attack Sub engages a regular combat with an MC--and wins. It advances automatically to the NW tile (5 XP gained, 6left).
2. It moves back to the Fishing Boat (5left).
3. a) It attempts to pillage.
3. b) Pillage attempt is intercepted by patrolling MC in eastern adjacent tile.--> Combat is triggered!
3. c) Attack Sub attacks MC in eastern tile, is not able to do any damage and retreats (1XP gained, 4left).
4. the exact same sequence as in 3 happens (pillage attempt, interception, triggered combat, attack, retreat, 1XP gained)
5. - 7. all this happens until Attack Sub has noleft.
Result: Improvement not pillaged, 5 free XP gained.
My proposed changes prevent the Attack Sub to attempt to pillage after it engaged the first (regular) combat--so it just moves away.
Pillaging land improvements and multiple pillaging of unprotected sea improvements are not affected at all as well as the mere movement onto or through the tile with the improvement. Also units with Blitz are allowed to attempt to pillage protected sea improvements and engage the following combats.
Avoiding the Sea Patrol just like the AI means giving up the 10% coastal defense bonus for ocean resources combined with the need for a lot more naval units.
I would suggest that the best fix is that a patrolling unit can only attempt to stop a pillage once per turn.
That means if it fails to destroy the unit and it still has movement points then it can pillage.
This would also mean the patrolling unit can only stop one unit per turn, but this is fine a unit can only attack once per turn any how so this fits with this rule.