Taefin
King
- Joined
- Nov 28, 2020
- Messages
- 825
I’d like to hear folks’ thoughts on the dynamics of warfare in the Victor OpenDev. After a few games playing as aggressively as I could, at various levels of figuring out the game, some of my observations were:
I enjoy how much units get worn down as you press toward an opponent’s city. Having a few hostile territories to cross, where the AI will engage you in as many battles as they can, I found my armies dropped to mostly half health by the time I initiated the siege. This creates a neat dynamic where you want to begin the siege with a smaller force of healthier units while you spend the handful of turns of siege healing up the others. This should give the AI a good chance at sortie/reinforcement. However, I have not yet seen them do either.
I thought the discrete battle mechanic and 3 rounds of combat per turn worked well for allowing ground to be gained/lost and making more memorable moments than the feeling of trench warfare at every era of Civ6.
But it might make it a little too easy for a slight strength advantage to snowball. The victor can usually move weak units off the battle line and avoid most casualties while annihilating the opposing force.
I wonder if a mid-battle retreat option would help. Perhaps one side could opt to retreat before making their moves for a combat round, or perhaps before resuming combat on the next game turn. Perhaps the other side’s units could automatically attack any adjacent retreating units. This would help the AI lose fewer units as they wear down the advancing force. It would also create another use for cavalry, to catch up to and engage a retreating army.
The AI really needs military units in their cities (and more population/districts) to ward off a siege/assault. A combination of a mid-battle retreat option, and more direct programming of AI for when to switch from open warfare to city defense, would make siege warfare a lot more enjoyable.
Also, it seems the AI needs to be more aggressive in declaring war, especially against an opponent who is engaged in another war or not defending their territory. For this to work, the war support might need to have a fix where a side cannot be forced into vassalage unless at least one city is taken. Or perhaps not having enemy units in your territory should give a upper cap on war support, so that a player cannot take a vassal simply by repelling an attack, but would need to advance, or else negotiate a more mutual peace.
I enjoy how much units get worn down as you press toward an opponent’s city. Having a few hostile territories to cross, where the AI will engage you in as many battles as they can, I found my armies dropped to mostly half health by the time I initiated the siege. This creates a neat dynamic where you want to begin the siege with a smaller force of healthier units while you spend the handful of turns of siege healing up the others. This should give the AI a good chance at sortie/reinforcement. However, I have not yet seen them do either.
I thought the discrete battle mechanic and 3 rounds of combat per turn worked well for allowing ground to be gained/lost and making more memorable moments than the feeling of trench warfare at every era of Civ6.
But it might make it a little too easy for a slight strength advantage to snowball. The victor can usually move weak units off the battle line and avoid most casualties while annihilating the opposing force.
I wonder if a mid-battle retreat option would help. Perhaps one side could opt to retreat before making their moves for a combat round, or perhaps before resuming combat on the next game turn. Perhaps the other side’s units could automatically attack any adjacent retreating units. This would help the AI lose fewer units as they wear down the advancing force. It would also create another use for cavalry, to catch up to and engage a retreating army.
The AI really needs military units in their cities (and more population/districts) to ward off a siege/assault. A combination of a mid-battle retreat option, and more direct programming of AI for when to switch from open warfare to city defense, would make siege warfare a lot more enjoyable.
Also, it seems the AI needs to be more aggressive in declaring war, especially against an opponent who is engaged in another war or not defending their territory. For this to work, the war support might need to have a fix where a side cannot be forced into vassalage unless at least one city is taken. Or perhaps not having enemy units in your territory should give a upper cap on war support, so that a player cannot take a vassal simply by repelling an attack, but would need to advance, or else negotiate a more mutual peace.