AndreyK
King
In peace deal AI proposes 22000 gold and some resources and I can't correct it because 9999 is max that I can enter, no fifth digit
Yes, fixed for next release.Are AI bombers broken this patch? I've gifted them city states and Greece whom I am at war is not using them, ever. Also thank you for this patch, its the stablest I've ever seen for VP!
Should already be fixed for next release.Here is a minor issue with the new block system.
Allied units does not prevent blocking as you see here with the CS units inside french territory that doesnt unblock my 2 unit blockade.
View attachment 636522
You can't disband units when they are near enemy units. Otherwise, you have a problem with your install.I have a small question. It seems I cant disband my units. Is it a bug or a feature?
Im using the auto installer... And I disband them inside my territories with no enemy unit nearby. Also anyone having the AI tell you to move troops away even when all of your troops are inside your border?You can't disband units when they are near enemy units. Otherwise, you have a problem with your install.
I've had no issues with disbanding troops.Im using the auto installer... And I disband them inside my territories with no enemy unit nearby. Also anyone having the AI tell you to move troops away even when all of your troops are inside your border?
I was not even thats close to them . I always make sure to stay 4 tiles away from their city.I've had no issues with disbanding troops.
As for the AI being pissy about borders, if your borders are next to the AI's, and you have units at the edge inside your borders (like any competent general with itchy conquest ideas would ), then yeah, the AI will whine about it. Vassals to ironically, even with OB active. Seriously, your a vassal, my troops tromping through your fig plantations is necessary, get over it lol.
I watched it and it seemed unreasonable to me. There was a recent bug report on this issue.I was not even thats close to them . I always make sure to stay 4 tiles away from their city.
To me what you are describing is the system working exactly as intended. The whole idea was to remove the idea of a few long range artillery just shelling a city while the player sits back and sips coffee, that you needed to get "get your hands dirty" if you wanted to take a city quickly. And also 2 field guns isn't exactly a major siege force, I would at least have 3 before I consider it a "major offensive".The new city healing seems to be a bit over the top. Or that it heals a bit much, or recovers to much per turn. I kind of like it but at the same time it's probably more detrimental to the AI then it is the player. As it is now a city can basically shrug off almost any amount of damage if it's not blocked by some mean. Just having units in range to semi-block isn't really enough. There needs to be actual full blocking.
The old tactic used to be to get range-3 and then bombard things back to the stoneage from safety and in the end rush in and take the city. That just doesn't work anymore unless you have a lot of range-3 bombarding going on. One or two piece of siege unit is not enough.
As the player I can work around it but the AI seems to be really struggling with it. I have so far only seen the AI take cities that are small and weak and had not had the time to proper defence up. They manged to take some city-states, mostly due to that they can outlast them and kill all the units and then swarm them. Beyond that it doesn't seem to be happening. The AI is not committing to the attack or gets distracted and pulls out to early so the city starts to heal and then bounces back more or less instantly.
To put some minor numbers on it. This is just prior to the industrial era, or I have just entered it. Bombarding Rotterdam a city with 36 combat strength, 815 hp, with two range-3 field guns. I took a few hits before taking notes.
T1: 785 hp, before damage, artillery 1 and 2 does 78 and 75 dmg. So leaving Rotterdam with 631 hp after. It's a bit odd, there is some rounding shenanigans here cause that would be 154 dmg but I only did 153 dmg.
T2: The AI engages Defense and gets 50 combat strength. It healed 145 dmg so it just entirely shrugged off the previous artillery (or field gun) barrage. Or it took 8 points of damage to be correct. That is not much. At this pace it would take a 100 turns give or take to bombard it down with two siege units. Auch!
T3: I guess I better take some shots with my musketmen to then. Rotterdam 776dmg, two field guns, three musketmen later. 612 hp. Heals 159 dmg. Back to 771 hitpoints, so this turn it took 5 points of damage then. This isn't going to work out.
T4: Lets move some melee units a bit closer; range2. Bombard. 616 hp left. We are now standing one tile out, so city-empty-myunit. By the next turn it healed back up to 659 hp. So at least now it took 43 points of damage. So it should be done in less then 15 turns at least.
The problem with moving a lot closer is that you are really standing in the deathzone if you don't have all the promotions, some medic units etc. In some regard the spy mission to put a city in blockade just became a lot more useful, and probably a lot more important. It's probably the best and most secure way of taking a city now. Cause just bombarding it won't do the trick anymore. Unless you can shuffle a lot of units in and out (probably to their death) the old and previously normal way just isn't going to cut it anymore in any kind of normal time frame.
So are you saying the corrected numbers are:At T3 it healed 43 damage but took 112 damage so not 15 turns but 5
To me what you are describing is the system working exactly as intended. The whole idea was to remove the idea of a few long range artillery just shelling a city while the player sits back and sips coffee, that you needed to get "get your hands dirty" if you wanted to take a city quickly. And also 2 field guns isn't exactly a major siege force, I would at least have 3 before I consider it a "major offensive".
That said, if the AI is struggling with the concept that is of course a concern. Is it just in the range 3 era, or are you seeing that problem in the early wars as well?
No. I see that T3 Rotterdam 771 then next turn after attack 616, 659 after healing. Total damage 112So are you saying the corrected numbers are:
Rotterdamn 776
After attack (112 dmg): 664
After healing (43): 707
Total Damage: 69
Number of Turn Remaining to get city to 0: ~10.2