ThirdOrbital
Warlord
- Joined
- Mar 15, 2019
- Messages
- 143
The idea of manpower as a resource is an interesting one, but I'm not certain what you're trying to achieve here. Don't large "urban" cities already have far more production than small cities, and thus build units much faster anyway?Make a universal "building" exist in each city (much as they do if one has a doctrine or tradition, which as templates for their respective effects are nevertheless functionally "buildings"), Local Manpower. What it could do, is apply, say, a 2% modifier towards military unit production for every population unit the city has, that way large population centers are naturally more capable of fielding units than more rural or unpopulated cities. I suspect (but am still totally guessing) that the underline code for mechanics contingent upon population size is already there on the basis of unhealthiness and unhappiness, and perhaps if it exists exclusively and only for these, then using "it's too crowded" or unhealthiness "from population" as the inputs would work as well. Finally, since it would exist by default in every single city, there should be no AI coding involved in adding it. It could potentially even be included as a default tradition which every civ gets automatically.
I frequently found Holy War myself, but of course not every game. I haven't noticed the AI avoiding it but I will keep an eye out for that.I love a good thought provoking post on my favourite mod and I especially like your post that makes me ponder how I approach aspects of gameplay. I remember the Eureka moment of how 'Irregulars' can be used as cannon fodder! I do enjoy doctrines so I have some random comments but I am by no means a pro.
I like the thinking behind hyper focusing units for city attack and providing defensively focused support for stacks. I've been hesitant with this one as the AI seems to refuse to ever implement this doctrine. Do you find that in your games?
This is a personal favourite of mine and hadn't thought about attacking trade routes in this way. I find the wooden ship era a bit short so its a bit of a rush to get units out with this doctrine and then levelled up. Metal ships with this maxed out are great for taking down invading fleets. My favourite way to level up is to send Frigates off to the 'New World' to crush barbarian ships and they're only allowed back when they've maxed out the doctrine.
I am surprised this one was ranked so low on the list as this sets up my artillery for life... so normally I beeline to it. The right number of maxed out artillery in a city attack stack is powerful because they can arrive at a city and remove all defensive % immediately through elevated city bombard and that extra move so next turn you're softening with irregulars swiftly. Then with the extra experience points I promote the same artillery into medic units to heal the stack. It's been a while since I played but I think that's how I do it. I see the latest SVNs have some collateral damage promotions that would make these units even more valuable... maybe I should fire Realism Invictus again soon!
I love artillery and I actually do the same... promoting several to medics once medicine is researched. I rarely get to utilize the bonus move for two reasons though: 1) I'm usually in a big enough stack that I have enough Logistical Problems to give me the +1 terrain movement cost malus and 2) when on campaign, I'm frequently trying to stick to hills and trees for the defensive bonuses, which eat your movement anyways. I kind of wish that RI went the way of the later hexagonal based games and made 2 the default movement with mounted units being more like 4 but that's an entirely different subject.