Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Vahakyla
May 3, 2013
Trade routes should really give something to the target city. That's frustrating. Coastal cities should get bonuses, too.

But multiplay with teams works now as it is supposed to?

Adbot
ADBOT LOVES YOU

boar guy
Jan 25, 2007

pretty sure this patch broke all the pydt games, by the way

The Human Crouton
Sep 20, 2002

Vahakyla posted:

Trade routes should really give something to the target city. That's frustrating. Coastal cities should get bonuses, too.

I know. Giving favorable civs your trade routes and avoiding sending routes to enemy civs were a fun way to manipulate the world stage. Trade routes are basically the same as working a couple extra tiles right now. Just gives you more +s. Does nothing else.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Trying it out now and Australia's a pretty nice civ. Their bonus housing gives them 6 total from water if you start on a coast, 8 if you start on a coast adjacent to a river. Also the scenery bonuses to districts is pretty damned amazing.

The outback station also earns adjacency bonuses to additional stations: at steam every 2 adjacent station gives +1 production, and rapid redeployment gives +1 food/2 adjacencies way too late to matter.

Also, yeah, destination cities really should get at least a quick +2 gold for external routes or something like that, perhaps boosted by commercial districts.

Alkydere fucked around with this message at 03:42 on Feb 24, 2017

ccubed
Jul 14, 2016

How's it hanging, brah?

quote:

Units that are embarked now use an era-based strength value instead of their base combat value.
Can anyone test how much combat strength a Scout embarked in the Information Era has?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!
Maybe it's because of my fond memories of the classic civs from Civ 1, but I can't get on board with a Civ game until they put the Zulu in.

Australia? Pah!

Kalko
Oct 9, 2004

The Human Crouton posted:

I also see nothing about trading great works. Currently, you have to memorize what kind of work each great work is because it does not tell you anything other than its name.

According to the Civfanatics thread, the type of Great Work is now shown! Another undocumented feature is a slider on the advanced game setup that lets you change the number of city-states. Still no word on whether the AI can take walled cities but there was one report of the AI being more aggressive in general and building more archers in the early game.

I was going to wait for UI improvements (trade routes, espionage, etc) before I returned to the game but I haven't played since launch and there are now a few patches worth of changes I haven't seen, so that might be interesting. Also, my home country is finally in the game! I was hoping for it way back when Ed gave an interview before release saying they had added a few new civs to fill out the TSL map better, and here we are.

The Human Crouton
Sep 20, 2002

Kalko posted:

According to the Civfanatics thread, the type of Great Work is now shown!

I noticed this in game, and was very happy.

beefnoodle
Aug 7, 2004

IGNORE ME! I'M JUST AN OLD WET RAG
With trade routes, is there an easy way to say "keep doing what you're doing" or do I have to think about it every time one ends?

Maguoob
Dec 26, 2012

beefnoodle posted:

With trade routes, is there an easy way to say "keep doing what you're doing" or do I have to think about it every time one ends?

Download a trade route mod, because Firaxis believes that clicking to renew a trade route is compelling gameplay.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Okay, outback stations are pretty awesome. Unlike many of the other unique improvements they gain +1 food per adjacency, instead of getting a single adjacency bonus. So if you get a cluster like this:



poo poo becomes awesome. Also love how they change the neighboring pastures' graphics and create a continuous fence around them.

Oh and I remember it being mentioned in the video that Australia was able to culture bomb? I couldn't find it anywhere mentioned in the game but it turns out it's via pastures. Any time you build a pasture you culture-bomb. The cows on the right? I stole that pasture from the city-state when I built the middle pasture.

alpha_destroy
Mar 23, 2010

Billy Butler: Fat Guy by Day, Doubles Machine by Night

Kalko posted:

Still no word on whether the AI can take walled cities but there was one report of the AI being more aggressive in general and building more archers in the early game.


They are certainly more aggressive.Bismark Barbosa or whoever hell surprise declared me. He had a ton of horsemen. He's immediately west of me and there was a mountain pass between us. I held him off. Three or so turns later he's got two catapults and two more horsemen marching at me from the south.

He never truly threatened my city cause I hosed up his catapults as soon as I saw them. But I'm also goofing around on a stupid low difficulty So pretty much what you said. I'd say the AI feels better, but I still don't know if they can take a walled city.

Side note: I hate the German guy cause he I always seem to start next to him and I always end up committing genocide cause his agenda always makes him a dick.

alpha_destroy fucked around with this message at 06:56 on Feb 24, 2017

Peas and Rice
Jul 14, 2004

Honor and profit.

Efexeye posted:

pretty sure this patch broke all the pydt games, by the way

Looks like they pushed out a fix.

beefnoodle
Aug 7, 2004

IGNORE ME! I'M JUST AN OLD WET RAG

Maguoob posted:

Download a trade route mod, because Firaxis believes that clicking to renew a trade route is compelling gameplay.

Better Trade Screen seems to do it, thanks.

Magil Zeal
Nov 24, 2008

alpha_destroy posted:

He never truly threatened my city cause I hosed up his catapults as soon as I saw them. But I'm also goofing around on a stupid low difficulty So pretty much what you said. I'd say the AI feels better, but I still don't know if they can take a walled city.

Side note: I hate the German guy cause he I always seem to start next to him and I always end up committing genocide cause his agenda always makes him a dick.

I'm also goofing around on King difficulty and it's only the Classical era but France lost their capital to Norway. Think it was before walls went up though.

Also barbarians have a lot of archers now and it's pretty brutal.

markus_cz
May 10, 2009

:siren: PBEM :siren:

Is anyone interested in a PBEM game? We're looking for a replacement for Cascadeβ who, in his own words "completely lost all interest in Civ". In Goon Game 2 he plays Trajan, in Goon Game 3 he's Teddy Roosevelt. Both games are still in the beginning, around turn 20, so you'd actually been missing only the opening. There's still enough opportunity to play the game how you want.

If you want to join, send me a PM. You can take the spot in both games or in just one, whatever you prefer.

Kazzah
Jul 15, 2011

Formerly known as
Krazyface
Hair Elf
Is the Viking scenario tuned to have extra barbs? I just tried it out, and spent the entire game fighing off waves of them from the east. At one point I sent a berserker up into (I think) Lappland, and for a turn he had a single foggy tile behind him--a camp spawned there. It kind of sucked. Supposedly this scenario has a Mediterranean, but I'm not sure how the playable factions are meant to get there.

Gort
Aug 18, 2003

Good day what ho cup of tea
A few months ago I tested how long it took for the AI to conquer a city with walls, given no resistance at all, and every advantage I could think of. The results were not encouraging, with the AI pretty much ignoring the city for hundreds of turns. I decided to revisit the test after the next patch. Here are the results.

Test settings:

My leader: Cleopatra
Difficulty: Deity
Game Speed: Online
Map Type: Pangaea
Map Size: Duel
AI Leader: Montezuma
Start Era: Information Era
Resources: Abundant
Start Position: Legendary

Domination victory only
No turn limit
No barbarians

Methodology:

Send all military units to find the Aztecs, declare war on same turn they're encountered, then disband all military units. Build a single city, see how long it takes the Aztecs to conquer it. Do not use Envoys. Do not build encampments. Do not use city strikes.

Turn 208: Game start
Turn 213: Meet Aztecs, declare war, disband all military units.
Turn 220: Aztec ranger appears. It continuously pillages my entertainment and theatre districts for the rest of the game as I repair them (until I build the Estadio do Maracana wonder, then he sits there forever)
Turn 239: Aztec mechanised infantry unit and Aztec mechanised infantry army appear. The army sits outside of city strike range, the unit within city strike range.
Turn 241: Aztec rocket artillery and machinegun unit appear.
Turn 250: Aztecs found a city to the north
Turn 308: Aztec nuclear submarine appears in the sea and starts pillaging improvements. Another Aztec mechanised infantry army shows up. The other units have not moved in the last 67 turns.
Turn 313: A third Aztec mechanised infantry army shows up. Forces visible around the city are now 3 mechanised infantry armies, a ranger, a machinegun, a great admiral, and a rocket artillery. There's a nuclear sub out there somewhere that's pillaging the campus every turn.
Turn 319: A fourth Aztec mechanised infantry army shows up.
Turn 327: Two of the Aztec mechanised infantry armies move away and fight... something. Maybe rebels? Barbarians are off so it can't be them.
Turn 328: A lot of Aztec units show up. I count six mechanised infantry armies, one mechanised infantry unit, two rocket artillery, one machinegun corps and one machinegun unit.
Turn 329: The carpet of units moves closer to the city. I now see eight mechanised infantry armies, one mechanised infantry unit, three rocket artillery, one machinegun corps and one machinegun unit.
Turn 330: One rocket artillery attacks the city, the other units surround it. There are now twelve mechanised infantry armies, one mechanised infantry unit, three rocket artillery, a machinegun corps, a machinegun unit, a ranger and a worker visible from the city.
Turn 331: All hell breaks loose. The city is attacked twice by rocket artillery, five times by jet bombers, and conquered.

Analysis:

So it looks like the AI can conquer a walled city, as long as it has utterly overwhelming forces. Once it has what it considers enough forces, it moves pretty quickly. While it doesn't have many forces (though it could have probably done fine against a lone city with three mechanised armies and a rocket artillery) it just sort of sits around near your cities, sometimes inside of city strike range.

Next test will be removing the prohibition on city strikes - I had tons of opportunities to shoot at enemy units (especially that ranger) who were carelessly running around inside of city strike range, so it'll be interesting to see how the AI deals with it. The test after that will remove the prohibition on encampments, and the test after that will allow me to put a ranged unit inside the city and another inside the encampment.

Gort fucked around with this message at 15:56 on Feb 24, 2017

Brother Entropy
Dec 27, 2009

has anyone seen a bug where an AI settler(maybe needs to have an escort unit too) just shuffles back between two tiles over and over every turn, never actually settling a city? wondering if that's new with the patch or a commonly-seen thing or what

Khagan
Aug 8, 2012

Words cannot describe just how terrible Vietnamese are.

prefect posted:

But Toronto is a city-state. Can you have Canada without Toronto?

Are any notable indigenous peoples from Canada?

Aerdan
Apr 14, 2012

Not Dennis NEDry

prefect posted:

But Toronto is a city-state. Can you have Canada without Toronto?

Just remove Toronto from the pool of city-states if Canada's in the game. Done. I'm pretty sure this is how Civ5 does it.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Khagan posted:

Are any notable indigenous peoples from Canada?

The Huron. The Metis (sorta). Plenty of inuit peoples too.

ModernMajorGeneral
Jun 25, 2010
Anyone found anything newly horribly broken with the patch or can I play with at least a marginal improvement on the previous build?

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Aerdan posted:

Just remove Toronto from the pool of city-states if Canada's in the game. Done. I'm pretty sure this is how Civ5 does it.

Does Canada get Toronto's suzerain ability? Seems only fair.

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band
After destroying a barbarian village (probably the one this scout came from), a barbarian scout attacked my scout. I don't think I've seen that happen before. :monocle:

Mameluke
Aug 2, 2013

by Fluffdaddy

Khagan posted:

Are any notable indigenous peoples from Canada?

The Haudenosaunee (Iroquois), while from upstate New York, have lived in Canada since well before Canada and were in Civ V.

The Metis would make an interesting civ though the Red River colony is pretty underwhelming as far as territory goes.

The Haida would make a dope civ. Distinct visual aesthetic, easy uniques (totem poles, war boats, cultural bonus from quarrying to make formline statues)

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.

Mameluke posted:

The Haida would make a dope civ. Distinct visual aesthetic, easy uniques (totem poles, war boats, cultural bonus from quarrying to make formline statues)

As a Florida native, I'm still holding out for the Seminole. It's past time someone in the series actually likes and benefits from marshes.

Maguoob
Dec 26, 2012

Cythereal posted:

As a Florida native, I'm still holding out for the Seminole. It's past time someone in the series actually likes and benefits from marshes.

uh, didn't the Netherlands benefit from marshes in Civ 5?

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Cythereal posted:

As a Florida native, I'm still holding out for the Seminole. It's past time someone in the series actually likes and benefits from marshes.

Marshes are great; you get a bunch of food for clearing them, and then they turn into farmland. :)

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Maguoob posted:

uh, didn't the Netherlands benefit from marshes in Civ 5?

They did and it was annoying because their placement was mostly random.

The Deleter
May 22, 2010

Gort posted:

THE TEST

This sounds a little encouraging. Sounds like there's a threshold the AI needs to hit before it attempts taking a city, and presumably lowering it would be an easy way to get them to be more aggressive with that?

Well hey, at least the mod tools are out now.

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Australia is a fun civ. I am chaining together pastures like crazy and grabbing all the land.

Also, I am parked next to a barbarian camp while healing up as usual, and now they are spawing quadriremes and attacking my warrior by sea. Was this always the case? The first time I'm seeing this.

Gort
Aug 18, 2003

Good day what ho cup of tea
Test 2 settings:

My leader: Cleopatra
Difficulty: Deity
Game Speed: Online
Map Type: Pangaea
Map Size: Duel
AI Leader: Montezuma
Start Era: Information Era
Resources: Abundant
Start Position: Legendary

Domination victory only
No turn limit
No barbarians

Methodology:

Send all military units to find the Aztecs, declare war on same turn they're encountered, then disband all military units. Build a single city, see how long it takes the Aztecs to conquer it. Do not use Envoys. Do not build encampments. USE city strikes.

Turn 208: Game start
Turn 211: Meet Aztecs, declare war, disband all military units.
Turn 215: Aztec infantry corps appears.
Turn 217: Aztec infantry corps retreats.
Turn 221: Aztec ranger and ranger corps appears. They get shot by the city down to red health, then retreat.
Turn 223: Aztecs found a city four tiles to the south-west of our city.
Turn 225: Ranger wanders back into range and dies.
Turn 226: Aztecs offer me two luxuries for 30 turns and 13 GPT for 30 turns in exchange for peace. I refuse. Their ranger corps wanders into range of the city and dies.
Turn 228: Aztec settler enters our territory, just out of city strike range.
Turn 229: Some Aztec units appear - an infantry unit moves into range of the city and gets shot for 26 damage, but we can see a machinegun and a machinegun corps 3 tiles out.
Turn 230: The Aztec units all move adjacent to the city, and a new infantry corps appears. I shoot the infantry for 22.
Turn 231: The machinegun and machinegun corps do nothing but sit adjacent to the city, the damaged infantryman stands still on my industrial district and heals for 5. (Why aren't the machineguns shooting?) Three infantry corps appear on the boarder. I shoot the damaged infantry for 25.
Turn 232: Both machineguns pillage some improvements. The damaged infantry retreats and is replaced by one of the infantry corps. The Aztecs found another city four tiles to the northwest of ours. I shoot the machinegun for 25.
Turn 233: The damaged machinegun shoots our city for 1 point of wall damage. I shoot it back for 25.
Turn 234: More Aztec units show up - there's now a damaged infantry, a damaged machinegun, an infantry army, two infantry corps, a machinegun corps, and two artillery near our city. I shoot the damaged infantry down to red health.
Turn 235: An Eagle Warrior(!) shows up. I bombard it and it dies.
Turn 236: One of the artillery shoots the city for a bit of damage. I shoot it back for 36.
Turn 237: An infantry attacks the city for a bit of damage. I bombard the artillery again for 38.
Turn 238: Two artillery and an infantry attack the city. Walls are now at about 60%. I shoot the artillery and destroy it.
Turn 239: No attacks this turn, so I shoot the other artillery. Lots of pillaging though.
Turn 240: More pillaging, no attacks. I shoot the artillery again.
Turn 241: Artillery and infantry attack this turn. Walls are down to about 20%. I shoot the artillery some more, but it looks like it healed to full somehow (promotion, pillage?)
Turn 242: Looked like a combined artillery and infantry attack, and the city falls.

Total time to conquer city: 34 turns

Analysis:

Much stronger showing from the AI this time. A lot less waiting camped around the city, though there was still lots of stupid wandering through the attack range of the city - there is basically no situation where you would send a scout unit into range of an enemy city, especially if it's already low on health. The Eagle Warrior is worrying - I assume the Aztecs were able to build it due to the change in the patch that allows you to build obsolete units if you lack strategic resources to build their upgrade, but there's no reason the AI should ever choose to build one if it can instead build an infantry unit.

I notice in the first game the Aztecs only had one siege unit near the city, and it basically locked up the entire attack for 50 turns. In the second game they had two siege units and pressed the attack much faster.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
That's a much more promising show put on by the AI, there.

Alkydere
Jun 7, 2010
Capitol: A building or complex of buildings in which any legislature meets.
Capital: A city designated as a legislative seat by the government or some other authority, often the city in which the government is located; otherwise the most important city within a country or a subdivision of it.



Yeah in my game last night I watched France devour Brazil, and that's after he had put up some walls. So the AI's not exactly competent against walls now but can actually take them, at least from surprised players and other AIs.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
Yeah I really don't need/want advanced tactical AI in my civ games because then I'd lose more often, but knowing that the AI can't take my cities -at all- kinda ruins the magic because then i can't lose ever. If we can at least achieve "not very bright but dangerous if it gets a lead" for the AI, that'll be good enough for me.

homullus
Mar 27, 2009

Geight posted:

Yeah I really don't need/want advanced tactical AI in my civ games because then I'd lose more often, but knowing that the AI can't take my cities -at all- kinda ruins the magic because then i can't lose ever. If we can at least achieve "not very bright but dangerous if it gets a lead" for the AI, that'll be good enough for me.

Yeah. I play Civilization games to see interesting variations on my eventual victory, not to feel lucky to win at all.

Gort
Aug 18, 2003

Good day what ho cup of tea
Test 3 settings (Capital can shoot, build an encampment):

My leader: Cleopatra
Difficulty: Deity
Game Speed: Online
Map Type: Pangaea
Map Size: Duel
AI Leader: Montezuma
Start Era: Information Era
Resources: Abundant
Start Position: Legendary

Domination victory only
No turn limit
No barbarians

Methodology:

Send all military units to find the Aztecs, declare war on same turn they're encountered, then disband all military units. Build a single city, see how long it takes the Aztecs to conquer it. Do not use Envoys. BUILD an encampment. USE city strikes.

Turn 208: Game start
Turn 211: Find Aztecs, declare war, delete military units.
Turn 216: Infantry army shows up.
Turn 220: Second infantry army shows up.
Turn 224: Lots of Aztec units show up - there are now two infantry armies, two machineguns and an artillery near the city.
Turn 227: First attack on the city. The offending artillery gets blown up by a double strike from an encampment and the city.
Turn 228: An infantry army attacks the city. It takes 25 damage from the city and encampment.
Turn 229: The encampment gets machine-gunned for 1 damage, we kill a machinegun.
Turn 230: The encampment gets attacked by an infantry army, a machinegun and a ranger. We shoot the infantry down into the red.
Turn 231: More attacks on the encampment. We damage some infantry.
Turn 232: More attacks on the encampment. We kill an infantry army. The city is now under siege (an infantry corps and an infantry army are adjacent)
Turn 233: More attacks on the encampment (2 machineguns and a ranger are plinking away) - it's now at about 50% walls. None of the units sieging the city have moved, but it's no longer under siege. Odd. We kill the ranger with our encampment.
Turn 234: More attacks on the encampment. We shoot up an infantry army.
Turn 235: More machinegun attacks on the encampment. We damage a ranger corps and a machinegun.
Turn 236: One machinegun retreats from the encampment, another sticks around. We shoot an infantry and the machinegun that retreated. This continues for a few more turns, until the machineguns retreat.
Turn 243: A modern tank shows up. We now have an infantry army, an infantry corps, a modern tank, a machinegun and a ranger in our territory. They sit around pillaging and getting shot for a bit. Our city is at 75% walls, the encampment is on a sliver.
Turn 246: An infantry army attacks the city. It's now on about 65% walls.
Turn 247: A bomber comes out of nowhere and knocks the encampment down to about 35% health.
Turn 248: Bomber hits the encampment again. The other units kind of sit around.
Turn 249: The Aztec modern tank has run away, and now there's a barbarian modern tank in their territory. What is going on? (Maybe rebels?)
Turn 250: The encampment gets levelled by a bomber again. It heals for 20.
Turn 251: The encampment gets levelled by a bomber again. It heals for 20.
Turn 252: The encampment gets levelled by a bomber again. It heals for 20.
Turn 253: The encampment gets levelled by a bomber again. It heals for 20.
Turn 254: The encampment gets levelled by a bomber again. It heals for 20. A machinegun and infantry attack our city.
Turn 255: The encampment gets levelled TWICE by bombers. It heals for 20.
Turn 256: The encampment gets levelled TWICE by bombers. It heals for 20. The city gets attacked by a modern tank and an MG. It's on about 40%
Turn 257: The encampment gets levelled THRICE by bombers. It heals for 20. The modern tank takes our city along with what looked like an infantry army and a machinegun.

Total time to conquer city: 49 turns

Analysis:

An OK showing from the AI. Again, they could've taken the city much faster than they did, but it would've taken a lot more aggressive maneuvers. The AI seems a lot happier to use its ranged units on encampments - especially their bombers, which will just attack encampments over and over again regardless of their level of health.

-----

Test 4 settings (Capital can shoot, build an encampment, put the strongest ranged units possible in both):

My leader: Cleopatra
Difficulty: Deity
Game Speed: Online
Map Type: Pangaea
Map Size: Duel
AI Leader: Montezuma
Start Era: Information Era
Resources: Abundant
Start Position: Legendary

Domination victory only
No turn limit
No barbarians

Methodology:

Send all military units to find the Aztecs, declare war on same turn they're encountered, then disband all military units EXCEPT ranged units, which occupy the city and encampment. Build a single city, see how long it takes the Aztecs to conquer it. Do not use Envoys. BUILD encampments. USE city strikes.

Turn 208: Game start
Turn 213: Find Aztecs, disband all military units except the three machineguns, which retreat to the encampment and city, declare war on Aztecs.
Turn 225: Aztec ranger wanders over to our city, gets vapourised by the city and the machinegun corps.
Turn 226: Aztecs offer 16 gold per turn for 30 turns and two luxuries for 30 turns for peace. I say no.
Turn 230: Aztec ranger wanders over to our city, gets vapourised by the city and the machinegun corps.
Turn 258: After being pretty much ignored for 50 turns, I now have two rocket artillery armies - one in my city, one in my encampment. A modern tank army appears. Between the units, the city and the encampment, it's on half health by the end of the turn.
Turn 259: The modern tank army chases after my builder. A machinegun wanders in range of my artillery and explodes. An infantry corps and a rocket artillery army appear.
Turn 260: The modern tank army heals for 50 + 5. We promote one of our artillery armies.
Turn 261: We destroy the infantry corps, the modern tank army captures our builder.
Turn 262: Rocket artillery and infantry dent our encampment for about 20%. We destroy the rocket artillery and the infantry corps.
Turn 263: Two rocket artillery armies hit our encampment down to about 10% walls. We damage one rocket artillery army down to very low health.
Turn 264: A jet bomber hits our encampment. It now has no walls and cannot shoot. We damage the other rocket artillery to about 50%
Turn 264: The encampment gets hit about four times by jet bombers. The rocket artillery army in it is fine though. The city gets attacked by machine guns and rocket artillery. It's on about 40% walls.
Turn 266: We destroy the machinegun and the rocket artillery.
Turn 267: An infantry attacks our city. We destroy it. There are now two modern tank armies, a modern tank unit, and an infantry corps in our territory.
Turn 268: The city gets hit by a modern tank unit and an infantry corps. We destroy both.
Turn 269: The city gets hit four times by jet bombers. It has no walls and about 5% health. We damage one of the modern tank armies down to about 25%
Turn 270: The city gets hit four times by jet bombers. It is done for if it gets attacked. Another modern tank army shows up, making three units that could just walk into the city if they chose to.
Turn 271: The encampment gets hit four times by jet bombers. We kill a modern tank army.
Turn 272: The jet bombers hit the city four times and a modern tank army walks in.

Total time to conquer city: 64 turns.

Analysis:

A much more costly victory for the AI. Once it gets it into its head to actually attack your city with its bombers and follow up with a melee unit, the fight ends very quickly.

Gort
Aug 18, 2003

Good day what ho cup of tea
Last one!

Test 5 settings (Capital can shoot, build an encampment, put the strongest ranged units possible in both, do not declare war but try and get the Aztecs to declare on you):

My leader: Cleopatra
Difficulty: Deity
Game Speed: Online
Map Type: Pangaea
Map Size: Duel
AI Leader: Montezuma
Start Era: Information Era
Resources: Abundant
Start Position: Legendary

Domination victory only
No turn limit
No barbarians

Methodology:

Send all military units to find the Aztecs, denounce them as often as possible, then disband all military units EXCEPT ranged units, which occupy the city and encampment. Build a single city, see how long it takes the Aztecs to conquer it. Do not use Envoys. BUILD encampments. USE city strikes.

Turn 208: Game start
Turn 213: Meet Aztecs. Disband all military units except ranged units, which come home. Tell Aztecs we have no time for pleasantries, then phone them up and denounce them.
Turn 214: Demand the Aztecs give us coffee. They refuse.
Turn 215: Demand the Aztecs give us oil. They refuse.
Turn 216: Demand the Aztecs give us a city. They refuse.
Turn 218: Demand the Aztecs give us uranium. They refuse. (gonna keep demanding things, but it doesn't look like it's affecting our relationship slider thingy)
Turn 222: Aztecs call us up to tell us how we follow Tlacael's words, presumably a compliment.
Turn 229: Aztecs declare formal war. I can see an infantry unit and an infantry corps nearby.
Turn 230: An infantry unit moves into range, I can see another infantry unit, an infantry corps, a machinegun and an artillery out there.
Turn 231: The infantry unit moves closer and dies.
Turn 232: The artillery moves into range, gets down to about 25% health, and withdraws. Two machineguns, an infantry corps, and an infantry unit advance. We destroy one machinegun and damage another.
Turn 233: The machinegun withdraws. Our defense now consists of the city, an encampment, a machinegun army and an artillery army.
Turn 234: The first attack against our encampment, a plink by a machinegun. We destroy an artillery and an infantry. We badly damage a machinegun and an infantry corps.
Turn 235: We kill some more units. There are now two machineguns and an infantry corps in our territory.
Turn 236: We kill a machinegun and damage the other down to a sliver.
Turn 239: We destroy the last of the units in our territory.
Turn 241: A badly damaged machinegun comes back and dies.
Turn 257: The Aztecs build an encampment across the border, and station an infantry unit within range. We use both for target practice even though they're not dangerous.
Turn 262: Aztec bombers are pillaging our farms.
Turn 268: A modern tank unit appears and explodes. An Aztec settler has been sitting two tiles from my city for about 30 turns now.
Turn 269: A bomber hits my encampment for a bit of damage
Turn 274: I get rebels, in helicopters. They capture the Aztec settler, then I kill the rebels. Now there's a barbarian settler.
Turn 278: A modern tank army shows up and gets shot into the red.
Turn 279: An infantry unit shows up and captures the barbarian settler again. We kill the infantry.
Turn 280: The modern tank army comes back and gets knocked into the red again.
Turn 281: We destroy the modern tank army.
Turn 287: The Aztecs bomb our encampment every turn with jet bombers. An unescorted Great General and traders wander past our city.
Turn 300: The Aztecs build a Mars Reactor for some reason (space victory is off)
Turn 343: A rebel helicopter pillages my encampment. With it destroyed, jet bombers start targeting the city.
Turn 344: I repair the encampment, and the bombers start targeting it again. However, my city now has no walls, and there is no way to repair them. (I've seen people talk about a wall repair project, but it is not a build option, ever. Maybe the walls you get for free can't be repaired? And I can't build any walls - the medieval and renaissance walls are a build option, but they're greyed out as they require ancient walls)
Turn 380: A barbarian modern armour rolls by and pillages my encampment, causing the bombers to switch to my city again. I repair the encampment and they switch back to it again.
Turn 389: Aztecs switch to Merchant Republic government in 2189 AD(!)
Turn 395: The Aztecs bomb my city ten times a turn.
Turn 400: Aztecs switch to Theocracy in 2199 AD. I give up.

Total time to conquer city: ??

Analysis:

Felt like the AI got into a bugged state in this one. It had victory in its grasp from around about turn 280 with uncontested control of the air over my territory and no return fire (my units got disbanded due to lack of money due to war exhaustion eventually, and once walls are gone in this era they cannot be repaired) but they never sent a unit over to conquer the city.

They need to remove the ability to waste ranged attacks on entities that cannot be damaged (EG: Cities and encampments on no health), include a way to repair walls of cities and encampments in the information era, remove the ability to switch to a medieval government type in the information era, improve the AI's handling of its noncombat units, and maybe put in some kind of "feeding frenzy" AI attack routine for when the enemy has no units and cannot do city strikes any more.

Adbot
ADBOT LOVES YOU

SKULL.GIF
Jan 20, 2017


Gort, you really should submit these tests to Firaxis directly or something. This is very useful feedback.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply