Thalassicus
Bytes and Nibblers
Recently I've been considering the issue of late-game air/land/sea unit balance on the Combat thread, and this particular topic is the problem of AI units clogging the map (like in infamous screenshots such as this). It's a problem in both vanilla and this mod and not easily solved. If the human player has X units, the AI has to build more because it's simply not as good managing each unit... so it favors quantity over quality. This runs into problems with the 1 unit per tile restriction though.
In Civ 5, air offers a potential solution for the late game and might actually be very effective for AIs. It's not obvious because their flavor values don't favor air in vanilla so they don't build any, and we're used to a Civ 4 mindset where everything could stack. In Civ 5 however, air units have this unique advantage... since after all, in real life aircraft can literally stack at different altitudes!
In some test games I shifted AI priority in the very late game towards missiles, which have some notable characteristics:
Units with some or many of these characteristics are perfect for an AI that has to rely on quantity over quality, because the AI doesn't assess threats well and calculating 1upt unit placement efficiently is infeasible for a computer (it's an np problem). I've found in my test games that shifting things slightly towards missiles reduces the unit clog issue in the late modern and future eras. The AIs use these extra units as filler to make up for the skill gap between themselves and human players.
The industrial / early modern AI needs a spammable filler unit too, though. My first thought was an industrial era missile like the V2 Rocket. The downside is it'd add another unit to an already cluttered era, and I don't entirely like units that are 100% expendable (unless it's sufficiently powerful like nukes) since it results in somewhat tedious micro.
To adapt the vanilla game to achieve the goal of a filler unit without adding a new unit, I realized bombers fit the first two traits in the list but not the last one (and ignoring the third trait because it's not as important for the topic of unit clogging). Removing the resource requirement entirely would probably too much, so I figured why not reduce it? It has obvious UI issues (0.8 of a resource has no meaning) so I came up with an alternative. If units used to cost 1 oil and deposits give 1 oil, scale them up so units cost X oil and deposits give X, where X might be any number like 2 or 10. This allows more flexibility in resource requirements. Uranium does this, where nuclear missiles cost 2 of the resource. This is basically like my thought about scaling yields in the Double down? thread. To put it simply, if units consume X more resources but deposits also give X more, it scales everything up without changing the math (2/1 = 4/2) but allows for more room to adjust things.
Allowing players build a larger air force seems like a possibility that would mostly fit within the existing structure of the game. If we can figure out a way to solve this problem without making bombers fit the role and without adding a new unit to the game to do so, I'm all ears.
Anyone have some thoughts on the matter?
In Civ 5, air offers a potential solution for the late game and might actually be very effective for AIs. It's not obvious because their flavor values don't favor air in vanilla so they don't build any, and we're used to a Civ 4 mindset where everything could stack. In Civ 5 however, air units have this unique advantage... since after all, in real life aircraft can literally stack at different altitudes!
In some test games I shifted AI priority in the very late game towards missiles, which have some notable characteristics:
- No stacking restriction
- No pathfinding or battle line issues
- No worry about experience
- Spammable due to no resource requirement
Units with some or many of these characteristics are perfect for an AI that has to rely on quantity over quality, because the AI doesn't assess threats well and calculating 1upt unit placement efficiently is infeasible for a computer (it's an np problem). I've found in my test games that shifting things slightly towards missiles reduces the unit clog issue in the late modern and future eras. The AIs use these extra units as filler to make up for the skill gap between themselves and human players.
The industrial / early modern AI needs a spammable filler unit too, though. My first thought was an industrial era missile like the V2 Rocket. The downside is it'd add another unit to an already cluttered era, and I don't entirely like units that are 100% expendable (unless it's sufficiently powerful like nukes) since it results in somewhat tedious micro.
To adapt the vanilla game to achieve the goal of a filler unit without adding a new unit, I realized bombers fit the first two traits in the list but not the last one (and ignoring the third trait because it's not as important for the topic of unit clogging). Removing the resource requirement entirely would probably too much, so I figured why not reduce it? It has obvious UI issues (0.8 of a resource has no meaning) so I came up with an alternative. If units used to cost 1 oil and deposits give 1 oil, scale them up so units cost X oil and deposits give X, where X might be any number like 2 or 10. This allows more flexibility in resource requirements. Uranium does this, where nuclear missiles cost 2 of the resource. This is basically like my thought about scaling yields in the Double down? thread. To put it simply, if units consume X more resources but deposits also give X more, it scales everything up without changing the math (2/1 = 4/2) but allows for more room to adjust things.
Allowing players build a larger air force seems like a possibility that would mostly fit within the existing structure of the game. If we can figure out a way to solve this problem without making bombers fit the role and without adding a new unit to the game to do so, I'm all ears.
Anyone have some thoughts on the matter?