Thank you GamezRule and scratchthepitch!
Well, i was going to make all naval units very expensive. The AI would have no choice if it wants to have naval units.
They probably wouldn't build naval units then. From what I read from the modders, the AI likes to build units with the lowest cost, but have the highest attack factor most. So if you make a unit a lower attack rating or a higher cost than the rest of the units, the AI will probably not make any, if they make them at all.
What I found in some mods I've made in the past is by making ships cost about the same as the land unit available, the AI did make quite a few, but they still didn't know how to use them coherently. They would build the ship and then right away send it out to war unsupported by other ships.
With land units, I've been able to get the AI making artillery units by giving them a decent attack factor in comparison to other land units. And also checking the attack and defense boxes (in addition to the artillery box) in the land AI role in the editor. They still hardly use their bombardment attack, unfortunately.
Correct. However, it is only naval units the AI concerns cost about (and only whether to build or not to build). Land units they primarily aim for the highest attack/defense stat unit they can build, regardless of cost.
Naval units, the AI still tends to build units proportional to their attack/defense stats, building more battleships than cruisers, and more cruisers than destroyers due to their attack/defense stats.
This is due to the AI choosing to use the attack strategy, rather than the bombardment strategy. When a unit is built, the AI decides which AI strategy to use, if it has a choice. Attack is viewed as more valuable than bombardment, so the AI tends to pick it.
Setting artillery to have a range of 4 or more have far better results from other people's tests, as the AI would actually use the artillery unit offensively, until an enemy unit comes within 3 tiles of it. (then they tend to run away)
This seems to be intended by the developers. They didn't want lack of resources to absolutely spell doom for whomever didn't have them, so units must be able to compete with their advanced counterparts (Spearman vs Tank, anyone?). So while a single Battleship *should* be nigh-invinvible against a fleet of Frigates/Galleons, that would make someone who can't get Oil unable to compete. So it's toned down.From my so far limited naval engagements I would say
1) wooden ships are rather too sturdy and too quick
2) the offensive power of all modern shipping is too limited.
That's rather irrelevant. In any case, can Vanilla Bombers sink ships? In know they can't kill Land Units.1) 2 frigates and a galleon in a stack -v- 8 bombers attack this convoy all three ships are damaged but all make it to the harbour town to repair in 1 turn.
Check out the naval bombardments in WWII of the Japanese defenses on some islands or at Normandy.3) A stack of 4 battleships offshore are used to bombard a hill that has 2 enemy infantry on it, the 4 battleships redline 1 infantry and miss the other completely.
From my so far limited naval engagements I would say
1) wooden ships are rather too sturdy and too quick
2) the offensive power of all modern shipping is too limited.
3) the ability to bombard in nowhere near lethal enough the range of battleships should perhaps be greater?
Case in point
1) 2 frigates and a galleon in a stack -v- 8 bombers attack this convoy all three ships are damaged but all make it to the harbour town to repair in 1 turn.
2) Had a battleship engage a frigate the frigate was sunk but caused damage to the battle ship, in the real world it wouldnt have got into range to even fire a broadside.
3) A stack of 4 battleships offshore are used to bombard a hill that has 2 enemy infantry on it, the 4 battleships redline 1 infantry and miss the other completely.
That's rather irrelevant. In any case, can Vanilla Bombers sink ships? In know they can't kill Land Units.
Yep they have lethal bombardment both at land and at sea. (as do regular fighters).
1 bomber attacking a Galleon or Frigate has a 0.37% chance of doing no damage, 6.09% chance of doing 1 damage, 33.19% chance of doing 2 damage, and 60.35% chance of doing 3 damage.
If a bomber bombards at 12 and a frigate defends at 2, the bomber wins 6/7 of the rounds. The chance of three wins in a row is (6/7)^3, which is bigger than 60%. The vanilla unit stats given on this site say bombers bombard at 8, which still gives over 50% for the probability of 3 hits.
I don't know if rate of fire = 3 means 3 attacks regardless of outcome, or if it means you get to attack until you lose or reach 3 wins. The chances for doing less than 3 damage vary depending on which of these it is. Either way, though, bombers red-line medieval ships very easily.
Trouble with that there are no modern warships represented in the game except for the AGEIS Cruiser. To mod to that level you would need to split your destroyers into 3 or 4 generations, implement cruisers with specific roles, quantify nuclear subs as attack or ballistic boats, mark carriers up for example as fleet/escort/sea control roles and give them different generation defense. It becomes increasingly complex to keep the unit count fairly low whilst striking a balance as to what capability a unit should have.