Very weird settle by Ethiopia. What's up with this? His capital is like, half a world away. lol
In vanilla AI can found a city 3 steps from someone's capital, simply because he so wanted to and there was an empty place.
Very weird settle by Ethiopia. What's up with this? His capital is like, half a world away. lol
Regarding this, I really do think cities should be way more weak, less health, less defense UNLESS you really work that way with fealty policies for instance or some new ideas to develop (new fortification building, new policies in Authority, GP expansion, IDK...).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.
I take cities regularly and it's not hard at all, I think it's may be too easy. I think that problem lies in AI indecisiveness, not committing enough, not pushing hard.Regarding this, I really do think cities should be way more weak, less health, less defense UNLESS you really work that way with fealty policies for instance or some new ideas to develop (new fortification building, new policies in Authority, GP expansion, IDK...).
It really remove the "pulp" aspect of Civ5 and turns VP into a total war mod (okay I exaggerate but you get my point) and it had pushed me to even want to play military civs at all because the end game is really painful and boring with never dying units and 20+ turns of grinding to break an enemy block of units then to take down his city.
I'd like to see more damages, more cities falling and being liberated than it is at the moment.
And Hinin's tweaks to warfare goes that way and became a must to me. Sometimes I grunt when my purposely undefended city get halved by a roaming trireme or barabarian but man, I should have defended that city properly, no?
That's exactly what I hate when I see it. Di Ki builds their cities too dense. Can't find a mod that works. Sql editing doesn't work for me, unfortunately, the cities have to be further away.Very weird settle by Ethiopia. His capital is like, half a world away. lol
Spoiler :
Yeah, me too, but I also think that cities are OP compared to units. I'd prefer if units for defense meant more.I take cities regularly and it's not hard at all, I think it's may be too easy. I think that problem lies in AI indecisiveness, not committing enough, not pushing hard.
They don’t get herbalists either.Is it intended that cities settled by pioneer or colonist don't get lodge? This seems strange since such cities get all other early buildings (excluding defencive ones of course)
It seems alright to me that they get the generalist buildings, not the terrain dependent ones.Is it intended that cities settled by pioneer or colonist don't get lodge?
Will likely be a couple more days till the new release, am really busy and implementing all these proposals is a lot of work.
Don't rush, a new version every month is quite impressive for a mod but if it takes longer or if you guys need a break, take one. You guys have made an amazing mod so don't worry about how long it takes.Will likely be a couple more days till the new release, am really busy and implementing all these proposals is a lot of work.
This is beyond awesome. Take your time, this is so much appreciated.Will likely be a couple more days till the new release, am really busy and implementing all these proposals is a lot of work.
Oh how delightful, I had thought the proposals would have come on the release. It's a November miracleWill likely be a couple more days till the new release, am really busy and implementing all these proposals is a lot of work.
@ilteroiI 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.