Bernd-das-Brot
Prince
Thoma said:Another gap that is discussed very little is, imo, far more annoying: The gap between the AI's capability to use a unit effectively and ours!
That's a gap with a serious detrimental impact on gameplay.
Imagine if chess programs could move the queen only like a bishop .. What would you do about it? I know what I'd do.
We all know, how abysmal the AI is in naval warfare, for example. Strengthening the naval unit tree without improving the AI's capabilities in that area only means that the gap gets wider, not closer.
I would suggest to identify any ability the already present units/classes have that the AI is simply incapable of using adequately. And then discuss if it's either possible to remedy the disparity by improving the AI or by removing/pruning such an ability .. unless, of course, a) that ability counters an advantage the AI has, b) the effect isn't crucial anyway or c) it's just too cool to lose.
=> 2. IMO, changes to units shouldn't be focused on higher historic accuracy or awesomeness. They should make the game more diverse, challenging, interesting. And that means: the AI needs to be able to use any unit present or suggested effectively. Anything else results in skeet shooting.
I totally agree to this! Some of the changes I propose will aim at this problem.
Some changes I would like to see in the mod:
(1) Please remove the -15 % CS-malus for being attacked on open ground. You still get "a malus" (missing the bonus exactly) for not being on more defensible ground (hills, trees). So why add another malus so the difference gets 40%! And the AI is not aware of this. So we would remove one reason for its bad combat performance.
(2) I think early archery units (archers, composite archers and crossbowmen at least in medieval times) are too dominant on the battlefield. I would reduce there rCS a bit, too make them less dominant.
Archer (now: rCS 7/ CS 5) - reduce rCS to 6, archers are too strong especially against warriors, who they often will kill one-on-one.
Composite Archer (now rCS 11/ CS 6) - reduce rCS by one to ten, but make them a bit less squishy adding one point to CS (rCS 10/CS 7)
Crossbows (now rCS 18/ CS 13) - reduce rCS by 2 to 16 (same as pikeman) and reduce their cost from 120 to 110 prod. They are even weaker then in renaissance, but this problem could only really be solved with a renaissance ranged unit.
(Which I would like to see. Perhaps some kind of Sharpshooters, who existed next to the Infantry of the line in 17-early 19 century)
(3) More a question of personal preference than balance, but I would like to see the instant-heal promotion removed and a small healing of hp (+20) added on every promotion.
(4) Integrate the Cuirassier fully in the Mounted units line. Knights should upgrade to cuirassier (with a CS of 26-28, and perhaps formation) and upgrade themselves to cavalary.
(5) Remove the Anti-Tank gun. The AI has no clue how to use such a specialised unit and even for the player its nearly useless. An infantrist (CS 70) with at least two promotions (which he should have on start in this era) and who is available an era earlier will be nearly as strong as the ATG against tanks and is of course way superior in every other combat situation. ATG are just too niche for a global strategy game like civ. Let them stay at Panzer General but please remove them from civ.
(6) Reduce the AA-Guns and SAMs bonus against Aircraft from 150% to 75%-100%. Both have good base CS (mostly higher than the units they should fight), so they don't need that much of a bonus. Seems overkill to me.
(7) Communitas raised the CS of embarked units, so they do not get one shooted by every archer attacking them. I liked that very much as it helps the AI, who often acts very careless embarking its units before the enemies guns. I think a good balance would be if a ship or ranged attack from a unit of the sam era would severly damage the embarked unit (50-75%), but not kill it with one attack.
(Ignore my comment, if this is still added!)
(8) Would a general bonus to sight help the AI in combat? If yes I would suggest to give any AI unit a +1 or 2 Sight promotion for free.
(9) Give the AI xp-boni on the higher diffculty levels. Like +10 (one free promotion) on king and emperor and +30 (two free promotions) on Immortal and Deity. This and my suggested changes to promotions (see the other thread) could perhaps lead to a point were we can reduce the production-boni on units a bit and still have challenging combat, without just endlessly killing mass spammed AI units.
(10) I think that the way how the National Epic works is a huge advantage to the player over the AI. An experienced player will build most his units in the city with the NE. The AI doesn't do this. So most of the units of the player are stronger than ones of the AI even of the same type. And as the AI perfomces generelly very poor in combat we should be careful with boni to players CS. They only widen the gap in combat between human and AI. So I would suggest give the NE another combat related bonus (perhaps prod for military units or some combat/culture bonus) without raising the CS of produced units. Alternatively remove it or at least weaken the bonus to +10 % (instead of +15%).