Charles555nc
Prince
- Joined
- May 3, 2010
- Messages
- 522
I dont like the military support increase idea at all personally. Not at all.
I dont like the military support increase idea at all personally. Not at all.
I dont know what difficulty you are playing on...but the higher you go, the easier it is to sit back and build culture and tech than it is to make a larger navy and a large army and invade other continents (that might have nukes and a religious love for each other). War also can set you way behind in the tech race.
Of course you have to war some, early and mid game, but civilization isnt a peace run. Or you could select "always peace" in the options...and you dont get fully developed cities...alot of buildings are destroyed capturing cities...
For #1, and #2. You're right that the AI currently doesn't know how to do those things. It would probably help them if they could, but I haven't gotten around to teaching them that stuff. Trading gold for resources wouldn't be hard to set up - but it's hard to say how much it would help the AI, because they aren't very good at determining how much a resource is -really- worth, or when a better deal might be available from someone else... they might end up just wasting their money on resources they don't really want anyway. (I often sell my junk resources to AI players who probably don't need them. Maybe it would be good if they AI sold its junk to one another...)Few random thoughts after playing a game last night.
1. I have noticed a thing which was pretty obvious but somehow escaped my attention before: AIs don't make a resource for gpt trades with each other. In some situations it limits their ability to manage economy significantly and, generally, it seems wrong if a player can do something what an AI can't do. Can it be fixed somehow?
2. It looks like that AI doesn't transport great people through ocean. I've noticed this long ago but this game reminded me: one of civs got a holy city on a remote island. It was never shrined, though this civ generated few great prophets. I suspect that by the same logic they don't put great merchants on boats for trade missions. Once again, can it be fixed? Also, it looks like that AI doesn't transport missionaries, though he does transport corp executives. One of civs spread its religion agressively but only few of island colonies it had was affected (and I suspect it was an auto spread).
3. In the course of a game I attempted to raze a city with a corporate headquarters which belonged to a civ I already was at war with. I expected weak opposition as this city was very far from the main front. My strike force, however, was detected in three turns before attak. And when I reached my target city it had a huge army in it, about thirty highly experienced units. I had 32 marines in my fleet, 7 battleships, 12 destroyers, 4 carriers full of fighters but still had to drop my plan.
Hence I have questions. Am I correct that AI can understand the threat of naval strike during war? Can he, then, also be made to understand it during peace? And is it possible to teach it to employ such tactic (sniping down important cities like corp headquarters and holy cities)?
4. During the game Mao captured Orleans. It had a rich Islamic shrine in it, an even more rich headquarters of Standart Ethanol and Mausoleum of Maussolus, one of the best late game wonders. Also Orleans was right next to Chinese borders. And yet Mao razed it, though this city could, I think, double his GNP. Why? The only reason I can think of is that Orleans was close to a legendary status and France was heading to cultural victory. But France was falling apart and had no real ability to recapture it.
Actually, I think Mao razed every French city he captured during that war.
5. What do you think about the ability of bribing AI players to start wars in which you don't participate? During my last game I found that it is very exploitable. Basically the game was decided by me bribing Suleiman first to attak France to stop them from winning by culture and then by bribing him to attak my main competitor.
6. Oh, one more thing. I have noticed that AI doesn't leverage corps agressively enough. Particulary, it seldom trades for relevant resources and, as I noticed in the beginning, never buys resources for gpt.
Looks like they built too many cannons.
One thing worth keeping in mind about late-game wars is that although it's typically much easier to take cities (because you can have huge armies which are extremely mobile, making it difficult for anyone to defend); the tradeoff is that taking a city isn't worth nearly as much - because it's already late in the game. Any city you capture will take a significant amount of time to come out of revolt, and then time to build based infrastructure, and it will need units to defend it, and so on... and then the game will be over and you probably won't end up getting much value for your investment. That kind of effect could be thought of as the counterbalance to wars becoming cheaper...
(By the way, one problem with making unit cost scale with era is that there will be a big jump in costs every time you change era... and that would be weird & bad. If you want later units to be more expensive then I think it would be better to just change the cost of individual types of units, so that, for example, tanks would cost more than archers - rather than the cost of archers going up in later eras.)
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Essentially all of your points are areas where the AI could potentially be improved -- but none of it is really easy.
@stingo: I too have been frustrated at the number of units in play in the late game, and have wondered if there was a way to reduce it while still maintaining balance. I suppose one possibility would be to make late game units more expensive in hammers but also more powerful. Classic age wars are a lot of fun because on a standard map you might have 20-30 units in your main assault stack. By the Napoleonic era you might have 40-60 in your stack, so it's already becoming somewhat cumbersome. In the late game, however, when playing with jet fighters, carriers, modern armour, gunships, etc, nations will have 200, 300, maybe even 400 unit militaries. It just becomes a chore and the game is less fun.
For the Dun, culture. It keeps the original intent without unbalancing.
I quote.
the problem with the celtic UU and UB is that it's geography based. So is the jaguar, but forests are very common in the early game - when it appears. Also, the jaguar has other advantages, such as being cheap and resource independent. Even still, the jag is routinely rated as one of the worst UU's in all those polls conducted.
The Celts have it even worse. If playing the Celts and you wind up in very hilly land, well, you'll be glad you're Celtic! All you archers and GW's get major bonuses for fighting on hills and anyone would find it nearly impossible to fight you on your home turf. But how often does this happen? Aside from playing a global highlands map, it just practically never happens. The Dun and the GW are great if you have cities on hills. Those cities will be invincible until the medieval age. But how likely is it that you can found every border city on a hill? Basically impossible. So that is the problem with the Celts. Their entire concept is geared towards hills. They'd be overpowered on a global highlands map, and otherwise are underpowered. I think either the UU or the UB should be changed so that it has nothing to do with hills. One of them being hill dependent is enough, don't make them both. So if we're leaving the GW as is, then make the dun have nothing to do with the guerilla promotion, or visa versa. That's my two cents.