El Justo
Deity
you can switch off that wonder initiation pop up. go into your in-game settings
The main issue I have with this is that generally it's weight of fire that does the job - you'd have to double the RoF to get something similar to the way it is now. I mean, the siege guns have 25 or so Bombard? They're not nearly as good as the 15-Bombard Howitzers and Field Guns, because the Siege weapons only have 1 RoF, while the others have 3 RoF. Personally, I prefer the flexibility of multiple smaller artillery - sure that one 7 RoF, 25 Bombard howitzer piece can flatten that defending Infantry unit, but if it's already at 2-3 HP and I just want to redline it, using that piece means I need to have another one anyway, to deal with the unit(s) under it.Regarding artillery pieces, I personally think it makes a bit more sense to up the cost and the power, just so you don't have to move around a stack of 50 cheap artilleries if you could boost the power and the price to make 20 strong artilleries do the same job.
Actually, the AI does use Naval Infantry quite a bit - they just don't use them for Amphibious actions. In my current A-H game, I've seen the Germans use (and lose :/) at least 2 of their Kaiserliche Marines against the Italians.Maybe the spawn time for naval infantry could be reduced to 10 or even 5, to encourage the AI to use them more.
The main issue I have with this is that generally it's weight of fire that does the job - you'd have to double the RoF to get something similar to the way it is now. I mean, the siege guns have 25 or so Bombard? They're not nearly as good as the 15-Bombard Howitzers and Field Guns, because the Siege weapons only have 1 RoF, while the others have 3 RoF. Personally, I prefer the flexibility of multiple smaller artillery - sure that one 7 RoF, 25 Bombard howitzer piece can flatten that defending Infantry unit, but if it's already at 2-3 HP and I just want to redline it, using that piece means I need to have another one anyway, to deal with the unit(s) under it.
Actually, the AI does use Naval Infantry quite a bit - they just don't use them for Amphibious actions. In my current A-H game, I've seen the Germans use (and lose :/) at least 2 of their Kaiserliche Marines against the Italians.
Actually, I'd have expected there to be an issue with the power, since the shells used were supposed to be pretty weak. Range, though ... the Paris gun had a range of 120-130 km. Compare that to the 7.7cm FK16 (German Field Gun, 1916 model) with a maximum range of 10.7 km, the Big Bertha's effective range of 12.5 km, the British BL 7.5" Mk II-V naval guns (13 km), the American 12"/45 caliber Mark 5 gun (another naval gun, 27 km), the British BL 18 inch Mk I naval gun (37 km).creamcheese said:Second, the Paris Gun for the Germans has range 3? I know it had a really long range (~120 km!), but 2 squares seems like the right amount looking at the map, and 3 squares is quite far in a game where I think nothing else has more than range 1.
Oh and Carriers all have 6 move (this probably won't make it in the game I realize, but it makes my life easier when everything has the same move)
The problem with Russia is that - if they have a half-decent railway, which they may not - they can probably swarm you under before you managet to take any cities, and they do tend to keep a fleet or two in the Pacific. If you can take Port Arthur, you should probably make peace right afterward, unless you've got a spy and *know* what units they've got.@Chaosaribter: Yes, I was thinkiing along the same lines. My internal roleplay for this China game is to "kick all the foreign devils out of Asia". Then maybe extend out power base a little once we've done that. japan isn't really in the same category as the Europeans, though I do intend to get the islands back at least. So....hit Russia while they are busy with everyone else, or start whacking at Japan while they are preoccupied a bit with Russia? The new class of Japanese BB running around is pretty daunting. I'm leaning towrads Russia first though. You have have to fight short wars with China though, as the WW is really quite bad once it starts.
Heh, I'm Austria-Hungary, it's 1905, and I've 5-turning - if I'm lucky. The Germans have beaten me to Behavioral Science and Genetics, the British have all the International Export wonders except Wines (thank you, Triest!), the Germans have the Great Gold Rush, and the ... Americans, I believe, have Olympic Host II. Of course, usually I've taken the Balkans long before this, so I have much more resources, but ....I'm in the second era, but without universities or the other science boosts I am taking more then 4 turns on research again.
Edit: Oh, and some interesting territorial gains:
Mexico took Winnipeg, Hawaii, and Ottawa
Siam took Vientiane
China took Rangoon, Hanoi, and Haiphong (all three from the French), as well as Hong Kong and Shanghai from the British
Persia took Tlacoban
And the Central Americans took the Caroline Islands
I've always wondered: if you fortify ships in waters, do you get a defensive bonusWhen I have a situation like that with weaker and slower ships I want to bring along with the faster ones, I just use the extra movement point to fortify.
Really? They seem to do that all the time in my games ....Those are some odd captures, especially persia and central america!
The coolest I have seen, although not really all that odd, was Britain invading and successfully occupying all of Madagascar.
It also takes far too much effortAs for Paris gun ranges, yes it is way farther than anything else, but look at the map and then look up where it was actually fired from and then two squares seems a lot more reasonable.
I've always wondered: if you fortify ships in waters, do you get a defensive bonus