[GS] Rebellion too gentle with AI

bbufa

Warlord
Joined
Nov 3, 2016
Messages
235
My spy spent couple turns to raise a rebellion. The 2 rebellious crusaders pillaged 2 tile improvements and then standing still, even there is a district next to them?
Compare to the risk of being killed or captured, my spy wasted his time in this mission?
 

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Yeah, that mission is just a huge hit or miss. And you better not use it on a neighbouring civilization because chances are the rebels will make their way over to *your* territory and start causing havoc there instead.

One of those ideas in the game that is very appealing to try because it seems fun but the way it works (or doesn't) is just annoying.
 
barbs (rebels are barbs and can be heathen converted as such) are in cahoots with the AI on higher difficulties... I've seen them completely ignore a free settler for multiple turns.

You know those areas with huge barb hordes that are almost unsettleable? Well somehow the AI almost always manages to sneak a city there.
 
Is there any mod to "fix" this (make barbarian/ rebel more aggressive toward AI in high difficulties)? Kongo spams Mbanza everywhere, make him an easy target for rebel espionage mission.
 
barbs (rebels are barbs and can be heathen converted as such) are in cahoots with the AI on higher difficulties... I've seen them completely ignore a free settler for multiple turns.

You know those areas with huge barb hordes that are almost unsettleable? Well somehow the AI almost always manages to sneak a city there.

This right here!

Since GS, I notice that barbs are hanging out in the AI's territory not doing very much and when my army is coming in, they only attack me. Also, I have lost SEVERAL scouts in other AI's territories because once I move up a hill with no movement points left, all of a sudden 2 barb swordmen or archers are just there. RIP scout.....

I guess this was their answer to the barbs wrecking the AI and crippling them much more than the human player ever could. That has been a complaint since vanilla Civ6.
 
So instead of making AI capable to stand against barbs, they make barbs more passive... Nice job!
 
So instead of making AI capable to stand against barbs, they make barbs more passive... Nice job!

Ai should get splitted into mutiple sub-Ai, Ai can only attack, without any strategy.
They do not deploy fast units to cripple your resources, or any at all.
They do not implement real strategies like line formations, backfire.
Ai should have multiple strategies linked to particular units, thus, multiple Ai
that could conflict with one another.
Defence, chokepoints, and all that stuff, it's simply not there.
Multple Ai is the cure to 1UPT.
 
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