The changes to tactical AI in recent versions has made warfare MUCH more difficult and I'm really digging it. It has really shown me how lazy and undisciplined I previously was with war. Have others noticed this in war-heavy games?
I'm currently working on games with Assyria and I've had to re-start multiple times because I'm getting myself into untenable situations due to not executing war well enough. Mistakes that I make now seem to be very reliably and harshly punished by the AI whereas before I largely got away with them. For reference I play Immortal/standard/standard.
Examples:
In previous versions I could usually blitz a nearby AI city and knock it down before much of a counter attack arrived from the AI but that doesn't seem to work now. Attempting to blitz and surround a city just leads to units being exposed and over-extended and any unit in that position seems to get focus fired and killed off very very quickly. In the past I could play a little more aggressively with my units and sometimes gamble to kill an enemy unit even if I was putting my own units in peril- it would sometimes get punished but sometimes not. Now it is almost ALWAYS punished and even units that I thought were relatively safe often aren't as the AI seems much better at the order of attack and striking from out of LOS with mounted units.
Terrain also seems to be MUCH more important than previously. Before I felt like terrain could be a minor annoyance to taking down a city or making progress on an invasion. Now I have to very carefully plan which city I can even think of attacking and from which side based on the terrain. Failure to take terrain into account means you're probably doomed in an invasion where previously you might be able to get away with poor planning by exploiting a relatively weak tactical AI.
All in all it seems necessary to be much more patient and careful in warfare than before. What is working for me now is to take up specific tactical locations in the border near a city I want to take and setup some kill zones where I can reliably kill AI units that expose themselves. After damaging or killing units for 10 turns or so the AI might be weak enough for me to begin inching forward and eventually push into positions that allow me to siege the city down. I typically can't outright surround a city anymore, as doing so probably exposes my own units too much but I'm still able to take cities down this way with very minimal losses.
The biggest problem with the slow/careful approach is that warfare takes much more time. It takes longer to capture cities without heavy losses so there's more time for other strategic issues to come into play. The longer the war goes the more you start to suffer from war weariness and have hits to your happiness or supply cap (though your enemy is likely suffering more than you on this front). A longer war also means there's more time for other AIs to join in. I've had many wars in my recent games that were going pretty well but before I could achieve my goal (typically taking the enemy capital and forcing capitulation to eliminate them as a future threat) I had to cut the war short due to weariness or another AI declaring war and me being unable to fend off two fronts simultaneously. In these games, failure to finish off the first enemy means that they eventually declare on me later, typically at a very inopportune time and I'm stuck in endless multi-front wars that might not lead to me being conquered but keep me on the defensive and stop me from really capitalizing on a warmonger strategy.
I'm also noticing that the big picture strategy needs to be much more on point in order to be successful. Choosing who to invade and when becomes a game-winning or losing decision now whereas before it seemed like the choice wasn't quite as critical. Going to war against a civ who currently has its UU is largely a no-no. Choosing to invade and take cities from a neighbor that leads to your civ having multiple long borders with other civs is asking for trouble in holding the lands. Going on the offensive against a civ that is ahead of you in military tech is MUCH more problematic than before as it becomes really difficult to keep your units in safe positions when they are taking much more damage from enemies with higher CS.
Before, domination style games felt like grinds of inevitability. Now warfare feels risky and much less of a sure thing where a bad decision has serious consequences. It feels... suspenseful!
Is anyone else being similarly pushed by the tactical AI these days or is it just me?
I'm currently working on games with Assyria and I've had to re-start multiple times because I'm getting myself into untenable situations due to not executing war well enough. Mistakes that I make now seem to be very reliably and harshly punished by the AI whereas before I largely got away with them. For reference I play Immortal/standard/standard.
Examples:
In previous versions I could usually blitz a nearby AI city and knock it down before much of a counter attack arrived from the AI but that doesn't seem to work now. Attempting to blitz and surround a city just leads to units being exposed and over-extended and any unit in that position seems to get focus fired and killed off very very quickly. In the past I could play a little more aggressively with my units and sometimes gamble to kill an enemy unit even if I was putting my own units in peril- it would sometimes get punished but sometimes not. Now it is almost ALWAYS punished and even units that I thought were relatively safe often aren't as the AI seems much better at the order of attack and striking from out of LOS with mounted units.
Terrain also seems to be MUCH more important than previously. Before I felt like terrain could be a minor annoyance to taking down a city or making progress on an invasion. Now I have to very carefully plan which city I can even think of attacking and from which side based on the terrain. Failure to take terrain into account means you're probably doomed in an invasion where previously you might be able to get away with poor planning by exploiting a relatively weak tactical AI.
All in all it seems necessary to be much more patient and careful in warfare than before. What is working for me now is to take up specific tactical locations in the border near a city I want to take and setup some kill zones where I can reliably kill AI units that expose themselves. After damaging or killing units for 10 turns or so the AI might be weak enough for me to begin inching forward and eventually push into positions that allow me to siege the city down. I typically can't outright surround a city anymore, as doing so probably exposes my own units too much but I'm still able to take cities down this way with very minimal losses.
The biggest problem with the slow/careful approach is that warfare takes much more time. It takes longer to capture cities without heavy losses so there's more time for other strategic issues to come into play. The longer the war goes the more you start to suffer from war weariness and have hits to your happiness or supply cap (though your enemy is likely suffering more than you on this front). A longer war also means there's more time for other AIs to join in. I've had many wars in my recent games that were going pretty well but before I could achieve my goal (typically taking the enemy capital and forcing capitulation to eliminate them as a future threat) I had to cut the war short due to weariness or another AI declaring war and me being unable to fend off two fronts simultaneously. In these games, failure to finish off the first enemy means that they eventually declare on me later, typically at a very inopportune time and I'm stuck in endless multi-front wars that might not lead to me being conquered but keep me on the defensive and stop me from really capitalizing on a warmonger strategy.
I'm also noticing that the big picture strategy needs to be much more on point in order to be successful. Choosing who to invade and when becomes a game-winning or losing decision now whereas before it seemed like the choice wasn't quite as critical. Going to war against a civ who currently has its UU is largely a no-no. Choosing to invade and take cities from a neighbor that leads to your civ having multiple long borders with other civs is asking for trouble in holding the lands. Going on the offensive against a civ that is ahead of you in military tech is MUCH more problematic than before as it becomes really difficult to keep your units in safe positions when they are taking much more damage from enemies with higher CS.
Before, domination style games felt like grinds of inevitability. Now warfare feels risky and much less of a sure thing where a bad decision has serious consequences. It feels... suspenseful!
Is anyone else being similarly pushed by the tactical AI these days or is it just me?