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Why doesn't the AI attack by melee units from inside the city? It looks like the AI thinks that the unit after the attack will be in the middle of the enemies, and not remain inside the city.
In this case, the city fired on the weakest spearman and the AI could well kill him with an additional attack. AI does not even attack catapults located close to walls, which will definitely fall apart from the slightest blow.
With various archers, skirmishers shoots without any difficulty.

Also, AI ignores water attacks if there is no corresponding upgrade. Even if he has 2-3 units floating and they are able to kill someone together.

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Why is the Throne Room in Tradition gives 10% to all yields but not culture?
That's my bad. I changed all of the culture modifiers over from 1 table to a different one, because they weren't showing up in the pedia. It's more important that they work in the help window, so I'll have to revert those changes.

Oops.
 
Before it was impossible to get anywhere with missionary spread (its still rough vs AI), now you can actually get somewhere with a bit of work put in, the ai cant just have one inquisitor and remove all other religion.
Especially if you spread using GP it felt very not worth it before.
Before it was definitely possible to fully convert a non-founder before industrial. Founders are supposed to be very resistant to active conversions (otherwise why would you found if you're easily overwhelmed later on anyway?)

Even with the inquisitor effectiveness set back to 100%, weak founders get converted to neutral or even following a foreign religion in late game via passive pressure. I can't imagine the effort needed to defend a religion with 50% inquisitors.
 
Especially if you spread using GP it felt very not worth it before.
isn't even worth it now as it gets overturned by AI often withing the next 1-2 turns. I only "waste" one if it's the only way to get the building for the reformation belief for 1 turn it usually takes to get the building after investing.
 
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The AI rather passive with it's meele units - doesn't use it at all. The zulus has been standing and shooting with his 2 archers for several turns now without using it's meele. If they had the city would have fallen easily, now I'll get walls next turn and I'll probably withstand their pointless attack.

It's a pattern each game. The AI doesn't use it's meele units attacking cities.
 
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The AI rather passive with it's meele units - doesn't use it at all. The zulus has been standing and shooting with his 2 archers for several turns now without using it's meele. If they had the city would have fallen easily, now I'll get walls next turn and I'll probably withstand their pointless attack.

It's a pattern each game. The AI doesn't use it's meele units attacking cities.
Yeah, I notice this too consistently
 
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The AI rather passive with it's meele units - doesn't use it at all. The zulus has been standing and shooting with his 2 archers for several turns now without using it's meele. If they had the city would have fallen easily, now I'll get walls next turn and I'll probably withstand their pointless attack.

It's a pattern each game. The AI doesn't use it's meele units attacking cities.
I have seen a similar pattern, but a logic with the pattern: if the CS of the city is high enough, they will chicken out on attacking the city with melee units until its hp is low enough. They won't risk melee units in attrition wars to take a city, unless they feel they are punching down hard enough.

I have seen this based on shuffling around defensive units around cities which are blockaded by triremes. The triremes would not attack if the defending unit was too strong, but would risk it if I swapped in a weaker ranged defender. If the wall was coming a few turns later, they probably would use the melee units for the coup de grace, for a safe low risk city capture. That's obviously the wrong choice here, cause the walls are coming up sooner than later. Oh, and the mountain there is absolutely screwing up surrounding the city.

As whether they should be more aggressive or not, I am not sure. How much should the ai value their soldiers lives, or at least the production investment, and how easily can they replace their soldiers? If they can replace them pretty fast, then it makes sense for then to be more bold with their tactics. If not, then it doesn't seem so smart.
 
They do sometimes attack out from inside cities, particularly if you pull a siege unit right up to the city. Maybe the threshold for attacking is just too low. You seem this a bit with barb camps too, they will attack out from them if your unit is weak enough.
 
Just as I read the thread ive got a chieftian game going I noticed that England had a 9 corvettes near two cities, clicked next turn and got war dec'd ive destoyed one ship but the AI forgot about open borders and it all of its ships were kicked out of sea around my borders then tried to attack lost one ship

Spoiler ai attack :
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are these going to be suicided?or could they crack yekateringburg? methinks they will chicken out
 
sea battle ongoing are they just not producing any other units? all im getting is corvettes and they wont attack cities just weak/old/isolated units and they pile in like no tomorrow
 
Those ships aren't even close to killing a city, best they can do is annoy you. I'd be amazed if they could get you down to 3/4 health even if they did attack constantly and you had no naval units.

The AI knows it wants to attack you but working out how to do that effectively is just beyond them.
 
I think it's because of the new AI behavior to prevent individual lose fight (taking more dmg than dealing), and would only do lose fight if it's part of a chain attacks that result in killing an enemy unit.
I had a situation where one of my swordman fortified in jg held against 3 hoplites for multiple turns without them attacking at all (if they do they can surely grind that swordman down), but once there's another horseman in range all 4 of them attack on the same turn to kill off my swordman. This must have been translated to city somehow where the AI won't fight lose battle even in order to slowly grind down the target if it can't finish the target off in 1 turn.
 
AI is very, very bad at fighting against the fortresses created by the Great General. Almost never attacks if it has a fortified melee unit, such as a swordsman.

There was a situation when against Napoleon and his swarm, one swordsman simply stood in a fortress on an open field, regularly surrounded by several enemy units, followed by archers. Napoleon has a perk that each consecutive attack on a target is 10% stronger. Even without this perk, it is possible to kill with a crowd in 1-2 turns and break the fortress, but the AI prefers not to mess with the fortresses and does not even fire archers much.

In general, one fortress is able to completely block the attack of a multiple superior army on a wide front, because. The AI does not know how to break it quickly and efficiently, even after losing 1-2 units.
 
And almost never does the AI organize amphibious assaults. In vanilla it has always been - crowds of units in the middle of the ocean. Now the AI will bring a few triremes or caravels that will stand near the city and do nothing, but never try to take control of the coast with infantry or cavalry.
 
And almost never does the AI organize amphibious assaults. In vanilla it has always been - crowds of units in the middle of the ocean. Now the AI will bring a few triremes or caravels that will stand near the city and do nothing, but never try to take control of the coast with infantry or cavalry.
I have actually seen this before, and it's similar to the same chicken issue I mentioned earlier.

I was Arabia, and I had a small, focused defensive army positioned to deal with my main chokepoint, which was next to a very temperamental Greece. While I was sorting with 'Yet Another Greek Invasion', Carthage suddenly decided to slam into my capital. They actually landed a small force north of my capital, since the area actually around my capital was too dangerous for them.

When they made landfall, I was able to peel away some of my defensive line and scramble blocker units, and after like 3 turns of hammering them, Carthage suddenly lost it's stomach and withdrew it's army. The navy parked outside my capital, and it caused trade tourism problems, but once they started taking damage, they would find the need to retreat to heal.

I had other games where I would see the land army sailing with the naval escort, but the moment my navy spun around, the army would get cold feet and I would just have a navy to deal with, or the army would sneak around the navy to a safe place to land. I think that's the big thing here; they are too conservative on their forces to really risk the units. Because if the units get damaged, they are under a lot of threat over a large area when in a foreign land overseas. Not sure how to correct this, other than making the AI both dumber and more aggressive tactically. Also not sure if this just makes a new problem or not.
 
I had other games where I would see the land army sailing with the naval escort, but the moment my navy spun around, the army would get cold feet and I would just have a navy to deal with, or the army would sneak around the navy to a safe place to land. I think that's the big thing here; they are too conservative on their forces to really risk the units. Because if the units get damaged, they are under a lot of threat over a large area when in a foreign land overseas. Not sure how to correct this, other than making the AI both dumber and more aggressive tactically. Also not sure if this just makes a new problem or not.

In some earlier version of Vox Populi, I regularly observed the 'medic' perk on AI units. And it was really very difficult to fight, because. there were a lot of units and the wounded simply hid behind the lines of reinforcements, recovering in 3-4 turns, and resuming their participation in attacks. In this version, this perk was not found in anyone. With Autocrats, I would understand ignoring such an ability, because. units get +15hp on kill, but any Traditionalists should have this perk almost mandatory, because. the basis of the Tradition is the defense on its territory under the cover of long-range attacks of strong cities.
 
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