Txurce
Deity
What do you think about keeping the ships in more tight combined formation I mention above? Has anything changed in this area recently or am I getting a wrong impression? I do not have time to play at all these days, so I haven't tested the last 2 betas.
I think/hope this is part of what ilteroi meant.
There isn't much defensible terrain at sea, so i think whoever has the bigger navy should be able to win battles. To have AIs build more ships we could change the coal requirement on ironclads to coal | iron or just iron and that should make human players rethink how they want their fleet to be composed as both ships now require iron.
Not having ironclads require coal would go a long way to giving the AI even more units they like to fight with.
I really, really disagree with this assessment. Is your opinion that an AI without a dominant navy should just lose all coastal cities? You don't think that's harsh? The inability of field guns or muskets to repel even small forces of frigates isn't a problem to you?
I said no navy, not a non-dominant one. A solid melee navy capable of 2-shotting frigates can defend a city. Land ranged units ae usually effective against frigates unless they have extra-movement promotions. It's not easy for frigates to reach that promotion, because they haven't seen much action as dromons or galleasses. If they have the GL promotion... they deserve it. Otherwise, let's nerf England.
To start, at one point you need coal to build melee ships, which really harshly limits their number. I pretty much never use ironclads, because this strategic requirement is a huge burden for a unit which I don't actually need. I will often disband cannons to get more cruisers, and I intentionally often have more frigates than iron because I want as many ranged naval units as possible. And when the AI does spend a coal on that big, bad ironclad, the best case is it hits one cruiser, one time before the death ball of ranged ships kill it. The more common case is it hits my corvette, because I usually keep about 4 around, just to look for ships and take a hit so a frigate/cruiser doesn't have to. Let's say he brought a big group of like 7 ironclads (where he is getting 7 spare coal I have no idea), and he really surprises me, and he gets to like, 1 corvette and 1 cruiser? The ball of death wrecks him, then moves out of his line of sight.
As per above get rid of the coal requirement. Fixed!
You need to factor line of sight AI doesn't have imperialism, they can't see your ships that are 3 tiles away, but you can see theirs, so you can move in, shoot, and move out of their vision range. Why surprise him with melee, surprise him ranged so you don't take counterattack damage, and you move towards logistics. Melee ship promotions are new and cool, but logistics is logistics, it is bar none the best promotion in the game, and moving it to tier 5 slows me down but it doesn't stop me. The AI's 2 sight land units sometimes don't even know about the frigates that keep slamming them.
You keep using land units as the primary defense against naval attack. I've already said that stronger melee ships are supposed to do that job — and with a buff, do it well enough to make land support just that: support.
Moving logistics down to 5th helps at the frigate level. Knock it down to 6th if you think it makes the game better, which it sounds like you do.
G knows more about AI than we do, but I suspect that there isn't a "just make the AI better at naval warfare!" button. This particular aspect of the AI is probably burdened by the need to make the AI fast for convenience, the line of sight and movement options for ships are far more numerable than for land combat.
That's why buffing melee ships makes so much sense. It automatically makes the AI better vs human ranged ships.