well, its been awhile since updating VIP and meanwhile I had a quick go at civ6.
That didnt go too well. So I tried a game of vanilla bts. That wasnt the succes i remember either, so here I am back at VIP
Civ6 did have some good stuff, and one of the things I kinda liked was the "Limited attack", though the lack of RND in civ6 made it kinda boring.
So with 3 small lines I made a limit of 10 combatrounds as max:
Code:
int iMaxCombatRounds = 0; //Vincentz MaxCombatRounds
iMaxCombatRounds++;
if (iMaxCombatRounds > 10) break;
I had reduced (iirc) the damage and often that resulted in 20+ combatrounds. With this the combat ends after 10 rounds with a withdrawal and no xp given (maybe add withdrawal xp to both attacker and defender?).
Now, this is not like civ6 where they ALWAYS withdraw, as many times the combat would be resolved within the 10 rounds to either side, but it gives combat an extra dimension.
Im also considering making the MaxUnitPerTile era specific (3-5 in each era), though it might be an issue with different era civs on the same tile.
A third thing Im considering is giving a worker every time a city pops. But then workers were like workboats and was used when building an improvement. They would still be able to uild road freely however.
I need t fix a couple of things as well. The AI likes to settle on resources, and while that might not be too stupid, with the multiple resources gained from improvements, and only one gained when settled on, they need to be taught not to do.
Another thing is their love for fastmovers in city attack stacks. Often the stacks consists of horses and sieges only.
And while at it, I need to take a good look at the civics. AI are very fond of a few civics, and tbh a lot of them seems uninteresting.
edit: Fun fact about the limited attack is that first strikes count as one of the rounds, giving first strikers a small advantage. Im also considering adding a check on withdrawal units after the 10 rounds. if they succeed they will be able to attack again (if they have any moves left)
Also considering giving archers airrange 0 and airdamage, so when in forts and cities with citywalls, they would be able to hit nearby enemies.
update: the projects that shares techs (NatLib 8, Encyclopedia 6, ComNet 4 and Internet 2) only give boosts to 10 - # techs. So the Natlib will only give boost to max 2 techs while the comnet will give to max 6.